Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.
-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
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@@ -229,9 +229,7 @@ public:
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virtual BOOL isFlexible() const { return FALSE; }
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virtual BOOL isSculpted() const { return FALSE; }
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#if MESH_ENABLED
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virtual BOOL isMesh() const { return FALSE; }
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#endif //MESH_ENABLED
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// This method returns true if the object is over land owned by
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// the agent.
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@@ -334,9 +332,8 @@ public:
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virtual void setScale(const LLVector3 &scale, BOOL damped = FALSE);
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#if MESH_ENABLED
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virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const;
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virtual U32 getTriangleCount() const;
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virtual U32 getTriangleCount(S32* vcount = NULL) const;
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virtual U32 getHighLODTriangleCount();
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void setObjectCost(F32 cost);
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@@ -350,7 +347,7 @@ public:
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void setLinksetPhysicsCost(F32 cost);
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F32 getLinksetPhysicsCost();
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#endif //MESH_ENABLED
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void sendShapeUpdate();
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// U8 getState() { return mState; }
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@@ -484,13 +481,11 @@ public:
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inline BOOL flagCameraDecoupled() const { return ((mFlags & FLAGS_CAMERA_DECOUPLED) != 0); }
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inline BOOL flagObjectMove() const { return ((mFlags & FLAGS_OBJECT_MOVE) != 0); }
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#if MESH_ENABLED
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U8 getPhysicsShapeType() const;
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inline F32 getPhysicsGravity() const { return mPhysicsGravity; }
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inline F32 getPhysicsFriction() const { return mPhysicsFriction; }
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inline F32 getPhysicsDensity() const { return mPhysicsDensity; }
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inline F32 getPhysicsRestitution() const { return mPhysicsRestitution; }
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#endif //MESH_ENABLED
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bool getIncludeInSearch() const;
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void setIncludeInSearch(bool include_in_search);
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@@ -507,13 +502,11 @@ public:
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void updateFlags(BOOL physics_changed = FALSE);
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BOOL setFlags(U32 flag, BOOL state);
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#if MESH_ENABLED
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void setPhysicsShapeType(U8 type);
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void setPhysicsGravity(F32 gravity);
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void setPhysicsFriction(F32 friction);
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void setPhysicsDensity(F32 density);
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void setPhysicsRestitution(F32 restitution);
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#endif //MESH_ENABLED
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virtual void dump() const;
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static U32 getNumZombieObjects() { return sNumZombieObjects; }
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@@ -578,14 +571,12 @@ public:
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LL_VO_HUD_PART_GROUP = LL_PCODE_APP | 0xc0,
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} EVOType;
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#if MESH_ENABLED
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typedef enum e_physics_shape_types
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{
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PHYSICS_SHAPE_PRIM = 0,
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PHYSICS_SHAPE_NONE,
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PHYSICS_SHAPE_CONVEX_HULL,
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} EPhysicsShapeType;
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#endif //MESH_ENABLED
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LLUUID mID;
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@@ -605,14 +596,13 @@ public:
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// Grabbed from UPDATE_FLAGS
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U32 mFlags;
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#if MESH_ENABLED
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// Sent to sim in UPDATE_FLAGS, received in ObjectPhysicsProperties
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U8 mPhysicsShapeType;
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F32 mPhysicsGravity;
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F32 mPhysicsFriction;
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F32 mPhysicsDensity;
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F32 mPhysicsRestitution;
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#endif //MESH_ENABLED
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// Pipeline classes
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LLPointer<LLDrawable> mDrawable;
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@@ -725,7 +715,6 @@ protected:
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U8 mState; // legacy
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LLViewerObjectMedia* mMedia; // NULL if no media associated
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U8 mClickAction;
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#if MESH_ENABLED
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F32 mObjectCost; //resource cost of this object or -1 if unknown
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F32 mLinksetCost;
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F32 mPhysicsCost;
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@@ -733,7 +722,6 @@ protected:
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bool mCostStale;
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mutable bool mPhysicsShapeUnknown;
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#endif //MESH_ENABLED
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static U32 sNumZombieObjects; // Objects which are dead, but not deleted
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@@ -827,7 +815,7 @@ public:
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virtual F32 getPartSize(S32 idx);
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virtual void getGeometry(S32 idx,
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LLStrider<LLVector3>& verticesp,
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LLStrider<LLVector4a>& verticesp,
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LLStrider<LLVector3>& normalsp,
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LLStrider<LLVector2>& texcoordsp,
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LLStrider<LLColor4U>& colorsp,
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