Variable Size Regions! Support for prehash RegionSizeX and large patches. (WIP)

Mostly from Ukando, tweaked a bit to be cleaner, and a little less dramatic.

decode_patch_header now takes a bool optionally, as third argument.
_PREHASH_RegionSizeX is the only used of the two _PREHASH_RegionSize*.
llsurface.cpp: Copy the connectNeighbor for variable size regions almost directly from Ukando
llsurfacepatch.cpp: Patch code from ukando and voodoo.
Changed hardcoded 256 constants and such to width functions in: llglsandbox.cpp, llsurface.cpp, llviewerregion.cpp, llviewerparcelmanager, llviewerparcelmgr.cpp, llvowater.cpp, llworld.cpp
Use region specific width in: llagent.cpp, llglsandbox.cpp, llmanip.cpp, llmanipscale.cpp, llpanelobject.cpp, llviewerbject.cpp, llwind.cpp
Use 256 in llnetmap.cpp in places...
llfloaterregioninfo.cpp: Aurora grid has wacky textures.
Add LLViewerParcelMgr::widthUpdate() for updating mParcelsPerEdge given a region's width. Used in llstartup now.
Add LLWorld::setWidth() for getting a region's size from LLMessageSystem pointers and setting mWidth and mWidthInMeters, accordingly. Called in llviewermessage.cpp as well.
This commit is contained in:
Lirusaito
2013-01-03 05:57:55 -05:00
parent 728056acdb
commit a50f0008b2
27 changed files with 323 additions and 143 deletions

View File

@@ -113,6 +113,10 @@ public:
LLSurfacePatch * resolveLandPatchGlobal(const LLVector3d &position);
LLVector3 resolveLandNormalGlobal(const LLVector3d &position); // absolute frame
// update region size
void setRegionWidth(LLMessageSystem* msg);
void setRegionWidth(const U32 width = 0);
U32 getRegionWidthInPoints() const { return mWidth; }
F32 getRegionScale() const { return mScale; }
@@ -177,12 +181,12 @@ private:
region_list_t mCulledRegionList;
// Number of points on edge
static const U32 mWidth;
static U32 mWidth;
// meters/point, therefore mWidth * mScale = meters per edge
static const F32 mScale;
static const F32 mWidthInMeters;
static F32 mWidthInMeters;
F32 mLandFarClip; // Far clip distance for land.
LLPatchVertexArray mLandPatch;