Fixed an annoying showstopper regarding rigged attachment vertex corruption. Rigged meshes have can have poor weighting, causing potential div-by-zero issues.
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@@ -2065,14 +2065,14 @@ bool LLVertexBuffer::getWeightStrider(LLStrider<F32>& strider, S32 index, S32 co
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return VertexBufferStrider<F32,TYPE_WEIGHT>::get(*this, strider, index, count, map_range);
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}
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bool LLVertexBuffer::getWeight4Strider(LLStrider<LLVector4>& strider, S32 index, S32 count, bool map_range)
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bool LLVertexBuffer::getWeight4Strider(LLStrider<LLVector4a>& strider, S32 index, S32 count, bool map_range)
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{
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return VertexBufferStrider<LLVector4,TYPE_WEIGHT4>::get(*this, strider, index, count, map_range);
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return VertexBufferStrider<LLVector4a,TYPE_WEIGHT4>::get(*this, strider, index, count, map_range);
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}
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bool LLVertexBuffer::getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index, S32 count, bool map_range)
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bool LLVertexBuffer::getClothWeightStrider(LLStrider<LLVector4a>& strider, S32 index, S32 count, bool map_range)
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{
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return VertexBufferStrider<LLVector4,TYPE_CLOTHWEIGHT>::get(*this, strider, index, count, map_range);
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return VertexBufferStrider<LLVector4a,TYPE_CLOTHWEIGHT>::get(*this, strider, index, count, map_range);
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}
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//----------------------------------------------------------------------------
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