Hopefully allows better behavior when loading other avatars. This is from v3, and taking a cursory glance, it's useful as onFirstTEMessageReceived is called before LLVOAvatar::idleUpdate, which means that mLoadedCallbacksPaused hasn't been updated for that particualr frame yet. Using LLVOAvatar::isVisible() is more accurate.

This commit is contained in:
Shyotl
2012-11-12 03:41:53 -06:00
parent cd5aa8f074
commit 4a4032f3b8

View File

@@ -7643,7 +7643,7 @@ void LLVOAvatar::updateMeshTextures()
if(!isSelf()) if(!isSelf())
{ {
src_callback_list = &mCallbackTextureList ; src_callback_list = &mCallbackTextureList ;
paused = mLoadedCallbacksPaused ; paused = !isVisible();
} }
std::vector<BOOL> is_layer_baked; std::vector<BOOL> is_layer_baked;
@@ -8208,7 +8208,7 @@ void LLVOAvatar::onFirstTEMessageReceived()
if(!isSelf()) if(!isSelf())
{ {
src_callback_list = &mCallbackTextureList ; src_callback_list = &mCallbackTextureList ;
paused = mLoadedCallbacksPaused ; paused = !isVisible();
} }
for (U32 i = 0; i < mBakedTextureDatas.size(); i++) for (U32 i = 0; i < mBakedTextureDatas.size(); i++)