Optimization pass.
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@@ -1116,7 +1116,7 @@ void LLKeyframeMotion::applyConstraint(JointConstraint* constraint, F32 time, U8
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LLVector3 source_to_target = target_pos - keyframe_source_pos;
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S32 max_iteration_count = ll_round(clamp_rescale(
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S32 max_iteration_count = ll_pos_round(clamp_rescale(
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mCharacter->getPixelArea(),
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MAX_PIXEL_AREA_CONSTRAINTS,
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MIN_PIXEL_AREA_CONSTRAINTS,
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@@ -879,7 +879,7 @@ void LLMotionController::updateMotions(bool force_update)
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// Moreover, just rounding off to the nearest integer with ll_round(update_time / mTimeStep) makes a lot more sense:
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// it is the best we can do to get as close to what we should draw as possible.
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// However, mAnimTime may only be incremented; therefore make sure of that with the llmax.
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S32 quantum_count = llmax(ll_round(update_time / mTimeStep), llceil(mAnimTime / mTimeStep));
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S32 quantum_count = llmax(ll_pos_round(update_time / mTimeStep), llceil(mAnimTime / mTimeStep));
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//</singu>
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if (quantum_count == mTimeStepCount)
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{
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