Aurora var region support
Firestorm patch by Cinders Adopted from Angstrom viewer with assistance of nhede Core and Revolution Smythe.
This commit is contained in:
@@ -172,6 +172,9 @@ void LLSurface::create(const S32 grids_per_edge,
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mNumberOfPatches = mPatchesPerEdge * mPatchesPerEdge;
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mMetersPerGrid = width / ((F32)(mGridsPerEdge - 1));
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mMetersPerEdge = mMetersPerGrid * (mGridsPerEdge - 1);
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// <FS:CR> Aurora Sim
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sTextureSize = width;
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// </FS:CR> Aurora Sim
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mOriginGlobal.setVec(origin_global);
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@@ -295,7 +298,31 @@ void LLSurface::initTextures()
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mWaterObjp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, mRegionp);
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gPipeline.createObject(mWaterObjp);
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LLVector3d water_pos_global = from_region_handle(mRegionp->getHandle());
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water_pos_global += LLVector3d(128.0, 128.0, DEFAULT_WATER_HEIGHT);
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// <FS:CR> Aurora Sim
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//water_pos_global += LLVector3d(128.0, 128.0, DEFAULT_WATER_HEIGHT); // region doesn't have a valid water height yet
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water_pos_global += LLVector3d(mRegionp->getWidth()/2, mRegionp->getWidth()/2, DEFAULT_WATER_HEIGHT);
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mWaterObjp->setPositionGlobal(water_pos_global);
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}
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}
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void LLSurface::rebuildWater()
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{
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BOOL renderwater = gSavedSettings.getBOOL("RenderWater");
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BOOL prev_renderwater = !mWaterObjp.isNull();
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if(prev_renderwater && !renderwater)
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{
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gObjectList.killObject(mWaterObjp);
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}
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if (!prev_renderwater && renderwater)
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{
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createWaterTexture();
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mWaterObjp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, mRegionp);
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gPipeline.createObject(mWaterObjp);
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LLVector3d water_pos_global = from_region_handle(mRegionp->getHandle());
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water_pos_global += LLVector3d(mRegionp->getWidth()/2, mRegionp->getWidth()/2, DEFAULT_WATER_HEIGHT);
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// </FS:CR> Aurora Sim
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mWaterObjp->setPositionGlobal(water_pos_global);
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}
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}
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@@ -325,8 +352,12 @@ void LLSurface::setOriginGlobal(const LLVector3d &origin_global)
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// Hack!
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if (mWaterObjp.notNull() && mWaterObjp->mDrawable.notNull())
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{
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const F64 x = origin_global.mdV[VX] + 128.0;
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const F64 y = origin_global.mdV[VY] + 128.0;
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// <FS:CR> Aurora Sim
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//const F64 x = origin_global.mdV[VX] + 128.0;
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//const F64 y = origin_global.mdV[VY] + 128.0;
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const F64 x = origin_global.mdV[VX] + (F64)mRegionp->getWidth()/2;
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const F64 y = origin_global.mdV[VY] + (F64)mRegionp->getWidth()/2;
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// </FS:CR> Aurora Sim
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const F64 z = mWaterObjp->getPositionGlobal().mdV[VZ];
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LLVector3d water_origin_global(x, y, z);
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@@ -364,15 +395,52 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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{
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S32 i;
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LLSurfacePatch *patchp, *neighbor_patchp;
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// <FS:CR> Aurora Sim
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S32 neighborPatchesPerEdge = neighborp->mPatchesPerEdge;
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// </FS:CR> Aurora Sim
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mNeighbors[direction] = neighborp;
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neighborp->mNeighbors[gDirOpposite[direction]] = this;
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// <FS:CR> Aurora Sim
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S32 ppe[2];
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S32 own_offset[2] = {0, 0};
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S32 neighbor_offset[2] = {0, 0};
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U32 own_xpos, own_ypos, neighbor_xpos, neighbor_ypos;
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ppe[0] = (mPatchesPerEdge < neighborPatchesPerEdge) ? mPatchesPerEdge : neighborPatchesPerEdge; // used for x
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ppe[1] = ppe[0]; // used for y
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from_region_handle(mRegionp->getHandle(), &own_xpos, &own_ypos);
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from_region_handle(neighborp->getRegion()->getHandle(), &neighbor_xpos, &neighbor_ypos);
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if(own_ypos >= neighbor_ypos) {
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neighbor_offset[1] = (own_ypos - neighbor_ypos) / mGridsPerPatchEdge;
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ppe[1] = llmin(mPatchesPerEdge, neighborPatchesPerEdge-neighbor_offset[1]);
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}
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else {
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own_offset[1] = (neighbor_ypos - own_ypos) / mGridsPerPatchEdge;
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ppe[1] = llmin(mPatchesPerEdge-own_offset[1], neighborPatchesPerEdge);
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}
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if(own_xpos >= neighbor_xpos) {
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neighbor_offset[0] = (own_xpos - neighbor_xpos) / mGridsPerPatchEdge;
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ppe[0] = llmin(mPatchesPerEdge, neighborPatchesPerEdge-neighbor_offset[0]);
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}
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else {
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own_offset[0] = (neighbor_xpos - own_xpos) / mGridsPerPatchEdge;
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ppe[0] = llmin(mPatchesPerEdge-own_offset[0], neighborPatchesPerEdge);
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}
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// <FS:CR> Aurora Sim
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// Connect patches
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if (NORTHEAST == direction)
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{
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patchp = getPatch(mPatchesPerEdge - 1, mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(0, 0);
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// <FS:CR> Aurora Sim
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//neighbor_patchp = neighborp->getPatch(0, 0);
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neighbor_patchp = neighborp->getPatch(neighbor_offset[0], neighbor_offset[1]);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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@@ -382,8 +450,14 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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}
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else if (NORTHWEST == direction)
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{
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// <FS:CR> Aurora Sim
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S32 off = mPatchesPerEdge + neighbor_offset[1] - own_offset[1];
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// </FS:CR> Aurora Sim
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patchp = getPatch(0, mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, 0);
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// <FS:CR> Aurora Sim
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//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, 0);
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neighbor_patchp = neighborp->getPatch(neighbor_offset[0] - 1, off); //neighborPatchesPerEdge - 1
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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@@ -391,18 +465,31 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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else if (SOUTHWEST == direction)
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{
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patchp = getPatch(0, 0);
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neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, mPatchesPerEdge - 1);
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// <FS:CR> Aurora Sim
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//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(neighbor_offset[0] - 1, neighbor_offset[1] - 1);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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neighbor_patchp->updateNorthEdge(); // Only update one of north or east.
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// <FS:CR> Aurora Sim
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//neighbor_patchp->updateNorthEdge(); // Only update one of north or east.
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neighbor_patchp->updateEastEdge(); // Only update one of north or east.
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// </FS:CR> Aurora Sim
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neighbor_patchp->dirtyZ();
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}
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else if (SOUTHEAST == direction)
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{
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// <FS:CR> Aurora Sim
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S32 off = mPatchesPerEdge + neighbor_offset[0] - own_offset[0];
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// </FS:CR> Aurora Sim
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patchp = getPatch(mPatchesPerEdge - 1, 0);
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neighbor_patchp = neighborp->getPatch(0, mPatchesPerEdge - 1);
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// <FS:CR> Aurora Sim
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//neighbor_patchp = neighborp->getPatch(0, mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(off, neighbor_offset[1] - 1); //0
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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@@ -410,10 +497,17 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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else if (EAST == direction)
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{
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// Do east/west connections, first
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for (i = 0; i < (S32)mPatchesPerEdge; i++)
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// <FS:CR> Aurora Sim
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//for (i = 0; i < (S32)mPatchesPerEdge; i++)
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for (i = 0; i < ppe[1]; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(mPatchesPerEdge - 1, i);
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neighbor_patchp = neighborp->getPatch(0, i);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(mPatchesPerEdge - 1, i);
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//neighbor_patchp = neighborp->getPatch(0, i);
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patchp = getPatch(mPatchesPerEdge - 1, i + own_offset[1]);
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neighbor_patchp = neighborp->getPatch(0, i + neighbor_offset[1]);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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@@ -423,19 +517,33 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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}
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// Now do northeast/southwest connections
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for (i = 0; i < (S32)mPatchesPerEdge - 1; i++)
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// <FS:CR> Aurora Sim
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//for (i = 0; i < (S32)mPatchesPerEdge - 1; i++)
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for (i = 0; i < ppe[1] - 1; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(mPatchesPerEdge - 1, i);
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neighbor_patchp = neighborp->getPatch(0, i+1);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(mPatchesPerEdge - 1, i);
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//neighbor_patchp = neighborp->getPatch(0, i+1);
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patchp = getPatch(mPatchesPerEdge - 1, i + own_offset[1]);
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neighbor_patchp = neighborp->getPatch(0, i+1 + neighbor_offset[1]);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, NORTHEAST);
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neighbor_patchp->connectNeighbor(patchp, SOUTHWEST);
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}
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// Now do southeast/northwest connections
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for (i = 1; i < (S32)mPatchesPerEdge; i++)
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// <FS:CR> Aurora Sim
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//for (i = 1; i < (S32)mPatchesPerEdge; i++)
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for (i = 1; i < ppe[1]; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(mPatchesPerEdge - 1, i);
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neighbor_patchp = neighborp->getPatch(0, i-1);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(mPatchesPerEdge - 1, i);
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//neighbor_patchp = neighborp->getPatch(0, i-1);
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patchp = getPatch(mPatchesPerEdge - 1, i + own_offset[1]);
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neighbor_patchp = neighborp->getPatch(0, i-1 + neighbor_offset[1]);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, SOUTHEAST);
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neighbor_patchp->connectNeighbor(patchp, NORTHWEST);
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@@ -444,10 +552,17 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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else if (NORTH == direction)
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{
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// Do north/south connections, first
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for (i = 0; i < (S32)mPatchesPerEdge; i++)
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// <FS:CR> Aurora Sim
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//for (i = 0; i < (S32)mPatchesPerEdge; i++)
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for (i = 0; i < ppe[0]; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(i, mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(i, 0);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(i, mPatchesPerEdge - 1);
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//neighbor_patchp = neighborp->getPatch(i, 0);
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patchp = getPatch(i + own_offset[0], mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(i + neighbor_offset[0], 0);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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@@ -457,19 +572,33 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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}
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// Do northeast/southwest connections
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for (i = 0; i < (S32)mPatchesPerEdge - 1; i++)
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// <FS:CR> Aurora Sim
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//for (i = 0; i < (S32)mPatchesPerEdge - 1; i++)
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for (i = 0; i < ppe[0] - 1; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(i, mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(i+1, 0);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(i, mPatchesPerEdge - 1);
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//neighbor_patchp = neighborp->getPatch(i+1, 0);
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patchp = getPatch(i + own_offset[0], mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(i+1 + neighbor_offset[0], 0);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, NORTHEAST);
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neighbor_patchp->connectNeighbor(patchp, SOUTHWEST);
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}
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// Do southeast/northwest connections
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for (i = 1; i < (S32)mPatchesPerEdge; i++)
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// <FS:CR> Aurora Sim
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//for (i = 1; i < (S32)mPatchesPerEdge; i++)
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for (i = 1; i < ppe[0]; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(i, mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(i-1, 0);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(i, mPatchesPerEdge - 1);
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//neighbor_patchp = neighborp->getPatch(i-1, 0);
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patchp = getPatch(i + own_offset[0], mPatchesPerEdge - 1);
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neighbor_patchp = neighborp->getPatch(i-1 + neighbor_offset[0], 0);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, NORTHWEST);
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neighbor_patchp->connectNeighbor(patchp, SOUTHEAST);
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@@ -478,10 +607,17 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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else if (WEST == direction)
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{
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// Do east/west connections, first
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for (i = 0; i < mPatchesPerEdge; i++)
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// <FS:CR> Aurora Sim
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//for (i = 0; i < mPatchesPerEdge; i++)
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for (i = 0; i < ppe[1]; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(0, i);
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neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(0, i);
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//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i);
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patchp = getPatch(0, i + own_offset[1]);
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neighbor_patchp = neighborp->getPatch(neighborPatchesPerEdge - 1, i + neighbor_offset[1]);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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@@ -491,20 +627,34 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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}
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// Now do northeast/southwest connections
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for (i = 1; i < mPatchesPerEdge; i++)
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// <FS:CR> Aurora Sim
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//for (i = 1; i < mPatchesPerEdge; i++)
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for (i = 1; i < ppe[1]; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(0, i);
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neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i - 1);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(0, i);
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//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i - 1);
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patchp = getPatch(0, i + own_offset[1]);
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neighbor_patchp = neighborp->getPatch(neighborPatchesPerEdge - 1, i - 1 + neighbor_offset[1]);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, SOUTHWEST);
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neighbor_patchp->connectNeighbor(patchp, NORTHEAST);
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}
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// Now do northwest/southeast connections
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for (i = 0; i < mPatchesPerEdge - 1; i++)
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// <FS:CR> Aurora Sim
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//for (i = 0; i < mPatchesPerEdge - 1; i++)
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for (i = 0; i < ppe[1] - 1; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(0, i);
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neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i + 1);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(0, i);
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//neighbor_patchp = neighborp->getPatch(mPatchesPerEdge - 1, i + 1);
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patchp = getPatch(0, i + own_offset[1]);
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neighbor_patchp = neighborp->getPatch(neighborPatchesPerEdge - 1, i + 1 + neighbor_offset[1]);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, NORTHWEST);
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neighbor_patchp->connectNeighbor(patchp, SOUTHEAST);
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@@ -513,10 +663,17 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
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else if (SOUTH == direction)
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{
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// Do north/south connections, first
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for (i = 0; i < mPatchesPerEdge; i++)
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// <FS:CR> Aurora Sim
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//for (i = 0; i < mPatchesPerEdge; i++)
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for (i = 0; i < ppe[0]; i++)
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// </FS:CR> Aurora Sim
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{
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patchp = getPatch(i, 0);
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neighbor_patchp = neighborp->getPatch(i, mPatchesPerEdge - 1);
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// <FS:CR> Aurora Sim
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//patchp = getPatch(i, 0);
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//neighbor_patchp = neighborp->getPatch(i, mPatchesPerEdge - 1);
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patchp = getPatch(i + own_offset[0], 0);
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neighbor_patchp = neighborp->getPatch(i + neighbor_offset[0], neighborPatchesPerEdge - 1);
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// </FS:CR> Aurora Sim
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patchp->connectNeighbor(neighbor_patchp, direction);
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neighbor_patchp->connectNeighbor(patchp, gDirOpposite[direction]);
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||||
@@ -526,19 +683,33 @@ void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction)
|
||||
}
|
||||
|
||||
// Now do northeast/southwest connections
|
||||
for (i = 1; i < mPatchesPerEdge; i++)
|
||||
// <FS:CR> Aurora Sim
|
||||
//for (i = 1; i < mPatchesPerEdge; i++)
|
||||
for (i = 1; i < ppe[0]; i++)
|
||||
// </FS:CR> Aurora Sim
|
||||
{
|
||||
patchp = getPatch(i, 0);
|
||||
neighbor_patchp = neighborp->getPatch(i - 1, mPatchesPerEdge - 1);
|
||||
// <FS:CR> Aurora Sim
|
||||
//patchp = getPatch(i, 0);
|
||||
//neighbor_patchp = neighborp->getPatch(i - 1, mPatchesPerEdge - 1);
|
||||
patchp = getPatch(i + own_offset[0], 0);
|
||||
neighbor_patchp = neighborp->getPatch(i - 1 + neighbor_offset[0], neighborPatchesPerEdge - 1);
|
||||
// </FS:CR> Aurora Sim
|
||||
|
||||
patchp->connectNeighbor(neighbor_patchp, SOUTHWEST);
|
||||
neighbor_patchp->connectNeighbor(patchp, NORTHEAST);
|
||||
}
|
||||
// Now do northeast/southwest connections
|
||||
for (i = 0; i < mPatchesPerEdge - 1; i++)
|
||||
// <FS:CR> Aurora Sim
|
||||
//for (i = 0; i < mPatchesPerEdge - 1; i++)
|
||||
for (i = 0; i < ppe[0] - 1; i++)
|
||||
// </FS:CR> Aurora Sim
|
||||
{
|
||||
patchp = getPatch(i, 0);
|
||||
neighbor_patchp = neighborp->getPatch(i + 1, mPatchesPerEdge - 1);
|
||||
// <FS:CR> Aurora Sim
|
||||
//patchp = getPatch(i, 0);
|
||||
//neighbor_patchp = neighborp->getPatch(i + 1, mPatchesPerEdge - 1);
|
||||
patchp = getPatch(i + own_offset[0], 0);
|
||||
neighbor_patchp = neighborp->getPatch(i + 1 + neighbor_offset[0], neighborPatchesPerEdge - 1);
|
||||
// </FS:CR> Aurora Sim
|
||||
|
||||
patchp->connectNeighbor(neighbor_patchp, SOUTHEAST);
|
||||
neighbor_patchp->connectNeighbor(patchp, NORTHWEST);
|
||||
@@ -700,14 +871,29 @@ void LLSurface::decompressDCTPatch(LLBitPack &bitpack, LLGroupHeader *gopp, BOOL
|
||||
|
||||
while (1)
|
||||
{
|
||||
decode_patch_header(bitpack, &ph);
|
||||
// <FS:CR> Aurora Sim
|
||||
//decode_patch_header(bitpack, &ph);
|
||||
decode_patch_header(bitpack, &ph, b_large_patch);
|
||||
// </FS:CR> Aurora Sim
|
||||
if (ph.quant_wbits == END_OF_PATCHES)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
i = ph.patchids >> 5;
|
||||
j = ph.patchids & 0x1F;
|
||||
// <FS:CR> Aurora Sim
|
||||
//i = ph.patchids >> 5;
|
||||
//j = ph.patchids & 0x1F;
|
||||
if (b_large_patch)
|
||||
{
|
||||
i = ph.patchids >> 16; //x
|
||||
j = ph.patchids & 0xFFFF; //y
|
||||
}
|
||||
else
|
||||
{
|
||||
i = ph.patchids >> 5; //x
|
||||
j = ph.patchids & 0x1F; //y
|
||||
}
|
||||
// </FS:CR> Aurora Sim
|
||||
|
||||
if ((i >= mPatchesPerEdge) || (j >= mPatchesPerEdge))
|
||||
{
|
||||
@@ -1229,7 +1415,10 @@ BOOL LLSurface::generateWaterTexture(const F32 x, const F32 y,
|
||||
LLPointer<LLImageRaw> raw = new LLImageRaw(tex_width, tex_height, tex_comps);
|
||||
U8 *rawp = raw->getData();
|
||||
|
||||
F32 scale = 256.f * getMetersPerGrid() / (F32)tex_width;
|
||||
// <FS:CR> Aurora Sim
|
||||
//F32 scale = 256.f * getMetersPerGrid() / (F32)tex_width;
|
||||
F32 scale = getRegion()->getWidth() * getMetersPerGrid() / (F32)tex_width;
|
||||
// <FS:CR> Aurora Sim
|
||||
F32 scale_inv = 1.f / scale;
|
||||
|
||||
S32 x_begin, y_begin, x_end, y_end;
|
||||
|
||||
Reference in New Issue
Block a user