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JennaHuntsman
XDG Integration
Commits
34e48fb2
Commit
34e48fb2
authored
9 years ago
by
Glenn Glazer
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SL-225: test with joints per mesh set to 72
parent
6c422a88
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2
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2 changed files
indra/llcharacter/lljoint.h
+1
-1
1 addition, 1 deletion
indra/llcharacter/lljoint.h
indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+5
-5
5 additions, 5 deletions
...wview/app_settings/shaders/class1/avatar/objectSkinV.glsl
with
6 additions
and
6 deletions
indra/llcharacter/lljoint.h
+
1
−
1
View file @
34e48fb2
...
...
@@ -42,7 +42,7 @@
const
S32
LL_CHARACTER_MAX_JOINTS_PER_MESH
=
15
;
// BENTO JOINT COUNT LIMIT
const
U32
LL_CHARACTER_MAX_JOINTS
=
152
;
// must be divisible by 4!
const
U32
LL_MAX_JOINTS_PER_MESH_OBJECT
=
15
2
;
const
U32
LL_MAX_JOINTS_PER_MESH_OBJECT
=
7
2
;
// FIXME BENTO - these should be higher than the joint_num of any
// other joint, to avoid conflicts in updateMotionsByType()
...
...
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Click to expand it.
indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+
5
−
5
View file @
34e48fb2
...
...
@@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4;
/* BENTO JOINT COUNT LIMITS
* Note that the value in these two lines also needs to be updated to value-1 several places below.
*/
uniform
mat3
matrixPalette
[
15
2
];
uniform
vec3
translationPalette
[
15
2
];
uniform
mat3
matrixPalette
[
7
2
];
uniform
vec3
translationPalette
[
7
2
];
mat4
getObjectSkinnedTransform
()
{
...
...
@@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform()
vec4
w
=
fract
(
weight4
);
vec4
index
=
floor
(
weight4
);
index
=
min
(
index
,
vec4
(
15
1
.
0
));
index
=
min
(
index
,
vec4
(
7
1
.
0
));
index
=
max
(
index
,
vec4
(
0
.
0
));
w
*=
1
.
0
/
(
w
.
x
+
w
.
y
+
w
.
z
+
w
.
w
);
...
...
@@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform()
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
mat3
dummy1
=
matrixPalette
[
0
];
vec3
dummy2
=
translationPalette
[
0
];
mat3
dummy3
=
matrixPalette
[
15
1
];
vec3
dummy4
=
translationPalette
[
15
1
];
mat3
dummy3
=
matrixPalette
[
7
1
];
vec3
dummy4
=
translationPalette
[
7
1
];
#endif
}
...
...
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