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JennaHuntsman
XDG Integration
Commits
b752a3a6
Commit
b752a3a6
authored
12 years ago
by
prep
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Navmesh edges are now rendered via vertex buffers. Enjoy the speedup!
parent
0b75e17f
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indra/llrender/llrendernavprim.cpp
+6
-0
6 additions, 0 deletions
indra/llrender/llrendernavprim.cpp
indra/llrender/llrendernavprim.h
+61
-59
61 additions, 59 deletions
indra/llrender/llrendernavprim.h
with
67 additions
and
59 deletions
indra/llrender/llrendernavprim.cpp
+
6
−
0
View file @
b752a3a6
...
@@ -81,6 +81,12 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
...
@@ -81,6 +81,12 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
pVBO
->
drawArrays
(
LLRender
::
TRIANGLES
,
0
,
vertCnt
);
pVBO
->
drawArrays
(
LLRender
::
TRIANGLES
,
0
,
vertCnt
);
}
}
//=============================================================================
//=============================================================================
void
LLRenderNavPrim
::
renderNavMeshEdgeVB
(
LLVertexBuffer
*
pVBO
,
int
vertCnt
)
{
pVBO
->
setBuffer
(
LLVertexBuffer
::
MAP_VERTEX
|
LLVertexBuffer
::
MAP_COLOR
|
LLVertexBuffer
::
MAP_NORMAL
);
pVBO
->
drawArrays
(
LLRender
::
LINES
,
0
,
vertCnt
);
}
//=============================================================================
void
LLRenderNavPrim
::
renderStar
(
const
LLVector3
&
center
,
const
float
scale
,
const
LLColor4U
&
color
)
const
void
LLRenderNavPrim
::
renderStar
(
const
LLVector3
&
center
,
const
float
scale
,
const
LLColor4U
&
color
)
const
{
{
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
k
=
0
;
k
<
3
;
k
++
)
...
...
This diff is collapsed.
Click to expand it.
indra/llrender/llrendernavprim.h
+
61
−
59
View file @
b752a3a6
/**
/**
* @file LLRenderNavPrim.h
* @file LLRenderNavPrim.h
* @brief
* @brief
*
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
* Copyright (C) 2010, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
* $/LicenseInfo$
*/
*/
#ifndef LL_RENDER_NAVPRIM_H
#ifndef LL_RENDER_NAVPRIM_H
#define LL_RENDER_NAVPRIM_H
#define LL_RENDER_NAVPRIM_H
#include
"llmath.h"
#include
"llmath.h"
#include
"v3math.h"
#include
"v3math.h"
#include
"v4math.h"
#include
"v4math.h"
#include
"m3math.h"
#include
"m3math.h"
#include
"m4math.h"
#include
"m4math.h"
#include
"v4color.h"
#include
"v4color.h"
#include
"llgl.h"
#include
"llgl.h"
class
LLRenderNavPrim
class
LLRenderNavPrim
{
{
public:
public:
//Draw a line
//Draw a line
void
renderLLSegment
(
const
LLVector3
&
start
,
const
LLVector3
&
end
,
const
LLColor4U
&
color
)
const
;
void
renderLLSegment
(
const
LLVector3
&
start
,
const
LLVector3
&
end
,
const
LLColor4U
&
color
)
const
;
//Draw simple tri
//Draw simple tri
void
renderTri
(
const
LLVector3
&
a
,
const
LLVector3
&
b
,
const
LLVector3
&
c
,
int
color
)
const
;
void
renderTri
(
const
LLVector3
&
a
,
const
LLVector3
&
b
,
const
LLVector3
&
c
,
int
color
)
const
;
//Draw simple tri
//Draw simple tri
void
renderLLTri
(
const
LLVector3
&
a
,
const
LLVector3
&
b
,
const
LLVector3
&
c
,
const
LLColor4U
&
color
,
const
LLVector3
&
n
)
const
;
void
renderLLTri
(
const
LLVector3
&
a
,
const
LLVector3
&
b
,
const
LLVector3
&
c
,
const
LLColor4U
&
color
,
const
LLVector3
&
n
)
const
;
//Draw the contents of vertex buffer
//Draw the contents of vertex buffer
void
renderNavMeshVB
(
LLVertexBuffer
*
pVBO
,
int
vertCnt
);
void
renderNavMeshVB
(
LLVertexBuffer
*
pVBO
,
int
vertCnt
);
//Draw a star
//Draw the contents of the edge vertex buffer
void
renderStar
(
const
LLVector3
&
center
,
const
float
scale
,
const
LLColor4U
&
color
)
const
;
void
renderNavMeshEdgeVB
(
LLVertexBuffer
*
pVBO
,
int
vertCnt
);
//Flush the device
//Draw a star
void
flushDevice
()
{
gGL
.
flush
();
}
void
renderStar
(
const
LLVector3
&
center
,
const
float
scale
,
const
LLColor4U
&
color
)
const
;
private
:
//Flush the device
};
void
flushDevice
()
{
gGL
.
flush
();
}
private
:
extern
LLRenderNavPrim
gRenderNav
;
};
#endif
extern
LLRenderNavPrim
gRenderNav
;
#endif
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