Revert "Possible fix for "4096 bug" affecting long Opensim teleports"

This reverts commit f7cf69ec95.
This commit is contained in:
Latif Khalifa
2013-09-10 13:02:38 +02:00
parent 8a69b9e50d
commit 0d893c5217

View File

@@ -155,10 +155,6 @@ const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TE
// Max number of occluders to search for. JC
const S32 MAX_OCCLUDER_COUNT = 2;
//<FS:TS> FIRE-11593: Teleporting more than 4096 regions away clears screen
const F32 MAX_SHIFT_DISTANCE = 256.f * 4095; //maximum distance to shift spatial partitions
//</FS:TS> FIRE-11593
extern S32 gBoxFrame;
//extern BOOL gHideSelectedObjects;
extern BOOL gDisplaySwapBuffers;
@@ -4008,17 +4004,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
//LLGLState::checkTextureChannels();
//LLGLState::checkClientArrays();
//<FS:TS> FIRE-11593: Teleporting more than 4096 regions away clears screen
// The spatial partition octree shift code has problems with
// shifts of more than 4096 regions (1M meters). We shift just
// less than that distance, and let later processing deal with
// all the spatial partitions that are shifted far enough away
// that we'll never see them anyway.
if (offset.length() > MAX_SHIFT_DISTANCE)
{
offseta.splat(MAX_SHIFT_DISTANCE);
}
//</FS:TS> FIRE-11593
//stop_glerror();