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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@@ -389,7 +389,7 @@ BOOL LLVOTree::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
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// *TODO: I don't know what's so special about trees
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// that they don't get REBUILD_POSITION automatically
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// at a higher level.
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const LLVector3 &this_position = getPositionAgent();
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const LLVector3 &this_position = getPositionRegion();
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if (this_position != mLastPosition)
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{
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
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@@ -858,10 +858,10 @@ void LLVOTree::updateMesh()
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LLMatrix4 matrix;
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// Translate to tree base HACK - adjustment in Z plants tree underground
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const LLVector3 &pos_agent = getPositionAgent();
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const LLVector3 &pos_region = getPositionRegion();
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//gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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LLMatrix4 trans_mat;
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trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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trans_mat.setTranslation(pos_region.mV[VX], pos_region.mV[VY], pos_region.mV[VZ] - 0.1f);
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trans_mat *= matrix;
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// Rotate to tree position and bend for current trunk/wind
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