I was critically damp once. It was okay.
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@@ -337,8 +337,8 @@ void LLWorldMapView::draw()
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mVisibleRegions.clear();
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// animate pan if necessary
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sPanX = lerp(sPanX, sTargetPanX, LLCriticalDamp::getInterpolant(0.1f));
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sPanY = lerp(sPanY, sTargetPanY, LLCriticalDamp::getInterpolant(0.1f));
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sPanX = lerp(sPanX, sTargetPanX, LLSmoothInterpolation::getInterpolant(0.1f));
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sPanY = lerp(sPanY, sTargetPanY, LLSmoothInterpolation::getInterpolant(0.1f));
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const S32 width = getRect().getWidth();
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const S32 height = getRect().getHeight();
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@@ -905,7 +905,7 @@ F32 LLWorldMapView::drawLegacySimTile(LLSimInfo& sim_info, S32 left, S32 top, S3
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if (!sim_drawable || sim_fetching)
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sim_info.setAlpha( 0.f );
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else if (llabs(sim_info.getAlpha() - fade_target) > ALPHA_CUTOFF) //This gives us a nice fade when a visible sims texture finishes loading, or visiblity has changed.
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sim_info.setAlpha(lerp(sim_info.getAlpha(), fade_target, LLCriticalDamp::getInterpolant(0.15f)));
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sim_info.setAlpha(lerp(sim_info.getAlpha(), fade_target, LLSmoothInterpolation::getInterpolant(0.15f)));
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F32 alpha = sim_info.getAlpha();
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//call setKnownDrawSize if image is still loading, or its actually being drawn.
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