Added auto avatar muting(appearance only) based on avatar complexity (disabled by default). Added several missing debug views.
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@@ -376,6 +376,9 @@ public:
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bridge_list_t mBridgeList;
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buffer_map_t mBufferMap; //used by volume buffers to store unique buffers per texture
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U32 mGeometryBytes; //used by volumes to track how many bytes of geometry data are in this node
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F32 mSurfaceArea; //used by volumes to track estimated surface area of geometry in this node
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F32 mBuilt;
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OctreeNode* mOctreeNode;
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LLSpatialPartition* mSpatialPartition;
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@@ -455,9 +458,10 @@ public:
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BOOL isVisible(const LLVector3& v);
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bool isHUDPartition() ;
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virtual LLSpatialBridge* asBridge() { return NULL; }
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virtual BOOL isBridge() { return asBridge() != NULL; }
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LLSpatialBridge* asBridge() { return mBridge; }
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BOOL isBridge() { return asBridge() != NULL; }
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void renderPhysicsShapes();
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void renderDebug();
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void renderIntersectingBBoxes(LLCamera* camera);
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void restoreGL();
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@@ -467,6 +471,9 @@ public:
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public:
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LLSpatialGroup::OctreeNode* mOctree;
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LLSpatialBridge* mBridge; // NULL for non-LLSpatialBridge instances, otherwise, mBridge == this
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// use a pointer instead of making "isBridge" and "asBridge" virtual so it's safe
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// to call asBridge() from the destructor
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BOOL mOcclusionEnabled; // if TRUE, occlusion culling is performed
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BOOL mInfiniteFarClip; // if TRUE, frustum culling ignores far clip plane
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U32 mBufferUsage;
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@@ -491,8 +498,9 @@ public:
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LLSpatialBridge(LLDrawable* root, BOOL render_by_group, U32 data_mask);
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virtual BOOL isSpatialBridge() const { return TRUE; }
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void destroyTree();
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virtual BOOL isSpatialBridge() const { return TRUE; }
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virtual void updateSpatialExtents();
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virtual void updateBinRadius();
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virtual void setVisible(LLCamera& camera_in, std::vector<LLDrawable*>* results = NULL, BOOL for_select = FALSE);
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@@ -503,11 +511,11 @@ public:
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virtual void shiftPos(const LLVector4a& vec);
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virtual void cleanupReferences();
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virtual LLSpatialPartition* asPartition() { return this; }
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virtual LLSpatialBridge* asBridge() { return this; }
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virtual LLCamera transformCamera(LLCamera& camera);
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LLDrawable* mDrawable;
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LLPointer<LLVOAvatar> mAvatar;
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};
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class LLCullResult
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