Updated gObjectPreviewProgram shader (simple lighting)
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@@ -1641,7 +1641,6 @@ bool LLModelLoader::doLoadModel()
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//If no skeleton, do a breadth-first search to get at specific joints
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bool rootNode = false;
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bool skeletonWithNoRootNode = false;
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//Need to test for a skeleton that does not have a root node
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//This occurs when your instance controller does not have an associated scene
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@@ -1652,10 +1651,6 @@ bool LLModelLoader::doLoadModel()
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{
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rootNode = true;
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}
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else
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{
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skeletonWithNoRootNode = true;
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}
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}
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if (!pSkeleton || !rootNode)
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@@ -5034,6 +5029,11 @@ BOOL LLModelPreview::render()
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refresh();
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}
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if (use_shaders)
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{
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gObjectPreviewProgram.bind();
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}
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gGL.loadIdentity();
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gPipeline.enableLightsPreview();
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@@ -5043,8 +5043,9 @@ BOOL LLModelPreview::render()
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LLQuaternion av_rot = camera_rot;
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LLViewerCamera::getInstance()->setOriginAndLookAt(
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target_pos + ((LLVector3(mCameraDistance, 0.f, 0.f) + offset) * av_rot), // camera
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LLVector3::z_axis, // up
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target_pos); // point of interest
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LLVector3::z_axis, // up
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target_pos); // point of interest
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z_near = llclamp(z_far * 0.001f, 0.001f, 0.1f);
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@@ -5058,11 +5059,6 @@ BOOL LLModelPreview::render()
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const U32 type_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0;
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if (use_shaders)
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{
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gObjectPreviewProgram.bind();
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}
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LLGLEnable normalize(GL_NORMALIZE);
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if (!mBaseModel.empty() && mVertexBuffer[5].empty())
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@@ -5248,10 +5244,10 @@ BOOL LLModelPreview::render()
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if (i + 1 >= hull_colors.size())
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{
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hull_colors.push_back(LLColor4U(rand()%128 + 127, rand()%128 + 127, rand()%128 + 127, 128));
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hull_colors.push_back(LLColor4U(rand()%128+127, rand()%128+127, rand()%128+127, 128));
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}
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glColor4ubv(hull_colors[i].mV);
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gGL.diffuseColor4ubv(hull_colors[i].mV);
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LLVertexBuffer::drawArrays(LLRender::TRIANGLES, physics.mMesh[i].mPositions, physics.mMesh[i].mNormals);
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if (explode > 0.f)
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