diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h index b058f105d32bfa02d52902ff7ed1964e562c9748..83a203ea3221516a2ce3dce2f6c77bb49a2cde19 100755 --- a/indra/llcharacter/lljoint.h +++ b/indra/llcharacter/lljoint.h @@ -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 = 112; +const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 132; // FIXME BENTO - these should be higher than the joint_num of any // other joint, to avoid conflicts in updateMotionsByType() diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 3d0b5742349cab4495c720a8919672bb7b9d1b89..67d26c34a48d5c4a27e9fc331afdcacafd713003 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -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[112]; -uniform vec3 translationPalette[112]; +uniform mat3 matrixPalette[132]; +uniform vec3 translationPalette[132]; mat4 getObjectSkinnedTransform() { @@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(111.0)); + index = min(index, vec4(131.0)); index = max(index, vec4( 0.0)); w *= 1.0/(w.x+w.y+w.z+w.w);