A majority of vectorization done. Note that it's INCOMPLETE. LLVolumeFace and LLVertexBuffer haven't been updated, so it's very dirty(and buggy) at those transitions. Compiles on windoze.
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@@ -860,8 +860,10 @@ void LLSurfacePatch::updateVisibility()
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F32 stride_per_distance = DEFAULT_DELTA_ANGLE / mSurfacep->getMetersPerGrid();
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U32 grids_per_patch_edge = mSurfacep->getGridsPerPatchEdge();
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LLVector3 center = mCenterRegion + mSurfacep->getOriginAgent();
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LLVector3 radius = LLVector3(mRadius, mRadius, mRadius);
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LLVector4a center;
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center.load3( (mCenterRegion + mSurfacep->getOriginAgent()).mV);
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LLVector4a radius;
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radius.splat(mRadius);
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// sphere in frustum on global coordinates
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if (LLViewerCamera::getInstance()->AABBInFrustumNoFarClip(center, radius))
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