Catch up with viewer-beta. Primarily sim transition alterations to reduce frame hitching, and some optimization in LLViewerObjectList (std::set -> std::vector and and some allocation tweakage).
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@@ -302,6 +302,34 @@ void LLDrawPoolTerrain::renderShadow(S32 pass)
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//glCullFace(GL_BACK);
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}
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void LLDrawPoolTerrain::drawLoop()
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{
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if (!mDrawFace.empty())
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{
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for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
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iter != mDrawFace.end(); iter++)
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{
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LLFace *facep = *iter;
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LLMatrix4* model_matrix = &(facep->getDrawable()->getRegion()->mRenderMatrix);
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if (model_matrix != gGLLastMatrix)
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{
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gGLLastMatrix = model_matrix;
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gGL.loadMatrix(gGLModelView);
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if (model_matrix)
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{
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gGL.multMatrix((GLfloat*) model_matrix->mMatrix);
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}
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gPipeline.mMatrixOpCount++;
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}
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facep->renderIndexed();
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}
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}
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}
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void LLDrawPoolTerrain::renderFullShader()
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{
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// Hack! Get the region that this draw pool is rendering from!
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