SL-225: test with joints per mesh set to 92
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34e48fb2f2
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3cc99a66e4
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@ -42,7 +42,7 @@
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const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15;
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// BENTO JOINT COUNT LIMIT
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const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4!
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const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 72;
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const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 92;
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// FIXME BENTO - these should be higher than the joint_num of any
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// other joint, to avoid conflicts in updateMotionsByType()
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@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4;
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/* BENTO JOINT COUNT LIMITS
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* Note that the value in these two lines also needs to be updated to value-1 several places below.
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*/
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uniform mat3 matrixPalette[72];
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uniform vec3 translationPalette[72];
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uniform mat3 matrixPalette[92];
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uniform vec3 translationPalette[92];
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mat4 getObjectSkinnedTransform()
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{
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@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform()
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vec4 w = fract(weight4);
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vec4 index = floor(weight4);
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index = min(index, vec4(71.0));
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index = min(index, vec4(91.0));
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index = max(index, vec4( 0.0));
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w *= 1.0/(w.x+w.y+w.z+w.w);
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@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform()
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// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
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mat3 dummy1 = matrixPalette[0];
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vec3 dummy2 = translationPalette[0];
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mat3 dummy3 = matrixPalette[71];
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vec3 dummy4 = translationPalette[71];
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mat3 dummy3 = matrixPalette[91];
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vec3 dummy4 = translationPalette[91];
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#endif
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}
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