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Alchemy Viewer
Alchemy Viewer
Commits
95be0571
Commit
95be0571
authored
13 years ago
by
David Parks
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SH-2719 Fix for lines in off-sim water
parent
8c15a7e1
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1 changed file
indra/newview/llvowater.cpp
+9
-1
9 additions, 1 deletion
indra/newview/llvowater.cpp
with
9 additions
and
1 deletion
indra/newview/llvowater.cpp
+
9
−
1
View file @
95be0571
...
@@ -160,7 +160,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
...
@@ -160,7 +160,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
static
const
unsigned
int
vertices_per_quad
=
4
;
static
const
unsigned
int
vertices_per_quad
=
4
;
static
const
unsigned
int
indices_per_quad
=
6
;
static
const
unsigned
int
indices_per_quad
=
6
;
const
S32
size
=
gSavedSettings
.
getBOOL
(
"RenderTransparentWater"
)
&&
!
LLGLSLShader
::
sNoFixedFunction
?
16
:
1
;
const
S32
size
=
gSavedSettings
.
getBOOL
(
"RenderTransparentWater"
)
&&
LLGLSLShader
::
sNoFixedFunction
?
16
:
1
;
const
S32
num_quads
=
size
*
size
;
const
S32
num_quads
=
size
*
size
;
face
->
setSize
(
vertices_per_quad
*
num_quads
,
face
->
setSize
(
vertices_per_quad
*
num_quads
,
...
@@ -197,6 +197,13 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
...
@@ -197,6 +197,13 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
F32
size_inv
=
1.
f
/
size
;
F32
size_inv
=
1.
f
/
size
;
F32
z_fudge
=
0.
f
;
if
(
getIsEdgePatch
())
{
//bump edge patches down 10 cm to prevent aliasing along edges
z_fudge
=
-
0.1
f
;
}
for
(
y
=
0
;
y
<
size
;
y
++
)
for
(
y
=
0
;
y
<
size
;
y
++
)
{
{
for
(
x
=
0
;
x
<
size
;
x
++
)
for
(
x
=
0
;
x
<
size
;
x
++
)
...
@@ -205,6 +212,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
...
@@ -205,6 +212,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
position_agent
=
getPositionAgent
()
-
getScale
()
*
0.5
f
;
position_agent
=
getPositionAgent
()
-
getScale
()
*
0.5
f
;
position_agent
.
mV
[
VX
]
+=
(
x
+
0.5
f
)
*
step_x
;
position_agent
.
mV
[
VX
]
+=
(
x
+
0.5
f
)
*
step_x
;
position_agent
.
mV
[
VY
]
+=
(
y
+
0.5
f
)
*
step_y
;
position_agent
.
mV
[
VY
]
+=
(
y
+
0.5
f
)
*
step_y
;
position_agent
.
mV
[
VZ
]
+=
z_fudge
;
*
verticesp
++
=
position_agent
-
right
+
up
;
*
verticesp
++
=
position_agent
-
right
+
up
;
*
verticesp
++
=
position_agent
-
right
-
up
;
*
verticesp
++
=
position_agent
-
right
-
up
;
...
...
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