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Alchemy Viewer
Alchemy Viewer
Commits
eebafb37
Commit
eebafb37
authored
9 years ago
by
Glenn Glazer
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SL-225: test with joints per mesh set to 132
parent
389a0a8e
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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
+3
-3
3 additions, 3 deletions
...wview/app_settings/shaders/class1/avatar/objectSkinV.glsl
with
4 additions
and
4 deletions
indra/llcharacter/lljoint.h
+
1
−
1
View file @
eebafb37
...
...
@@ -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
=
1
1
2
;
const
U32
LL_MAX_JOINTS_PER_MESH_OBJECT
=
1
3
2
;
// FIXME BENTO - these should be higher than the joint_num of any
// other joint, to avoid conflicts in updateMotionsByType()
...
...
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indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+
3
−
3
View file @
eebafb37
...
...
@@ -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
[
1
1
2
];
uniform
vec3
translationPalette
[
1
1
2
];
uniform
mat3
matrixPalette
[
1
3
2
];
uniform
vec3
translationPalette
[
1
3
2
];
mat4
getObjectSkinnedTransform
()
{
...
...
@@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform()
vec4
w
=
fract
(
weight4
);
vec4
index
=
floor
(
weight4
);
index
=
min
(
index
,
vec4
(
1
1
1
.
0
));
index
=
min
(
index
,
vec4
(
1
3
1
.
0
));
index
=
max
(
index
,
vec4
(
0
.
0
));
w
*=
1
.
0
/
(
w
.
x
+
w
.
y
+
w
.
z
+
w
.
w
);
...
...
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