Merged in lindenlab/viewer-bear
commit
6c7fabdec7
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@ -10295,17 +10295,6 @@
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<key>Value</key>
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<real>1.0</real>
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</map>
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<key>RenderRiggedLodCompensation</key>
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<map>
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<key>Comment</key>
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<string>Affects visibility range of worn rigged meshes to compensate for missing LODs (limited by avatars own visibility)</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>6.5</real>
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</map>
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<key>RenderWater</key>
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<map>
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<key>Comment</key>
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@ -592,7 +592,6 @@ static void settings_to_globals()
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LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");
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LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures");
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LLVOVolume::sLODFactor = gSavedSettings.getF32("RenderVolumeLODFactor");
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LLVOVolume::sRiggedLODCompensation = llmax(0.25f, gSavedSettings.getF32("RenderRiggedLodCompensation"));
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LLVOVolume::sDistanceFactor = 1.f-LLVOVolume::sLODFactor * 0.1f;
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LLVolumeImplFlexible::sUpdateFactor = gSavedSettings.getF32("RenderFlexTimeFactor");
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LLVOTree::sTreeFactor = gSavedSettings.getF32("RenderTreeLODFactor");
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@ -207,12 +207,6 @@ static bool handleVolumeLODChanged(const LLSD& newvalue)
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return true;
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}
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static bool handleRiggedLODChanged(const LLSD& newvalue)
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{
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LLVOVolume::sRiggedLODCompensation = llmax(0.25f, (F32)newvalue.asReal());
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return true;
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}
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static bool handleAvatarLODChanged(const LLSD& newvalue)
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{
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LLVOAvatar::sLODFactor = (F32) newvalue.asReal();
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@ -625,7 +619,6 @@ void settings_setup_listeners()
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gSavedSettings.getControl("WindLightUseAtmosShaders")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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gSavedSettings.getControl("RenderGammaFull")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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gSavedSettings.getControl("RenderVolumeLODFactor")->getSignal()->connect(boost::bind(&handleVolumeLODChanged, _2));
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gSavedSettings.getControl("RenderRiggedLodCompensation")->getSignal()->connect(boost::bind(&handleRiggedLODChanged, _2));
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gSavedSettings.getControl("RenderAvatarLODFactor")->getSignal()->connect(boost::bind(&handleAvatarLODChanged, _2));
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gSavedSettings.getControl("RenderAvatarPhysicsLODFactor")->getSignal()->connect(boost::bind(&handleAvatarPhysicsLODChanged, _2));
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gSavedSettings.getControl("RenderTerrainLODFactor")->getSignal()->connect(boost::bind(&handleTerrainLODChanged, _2));
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@ -465,7 +465,7 @@ LLViewerOctreeGroup::LLViewerOctreeGroup(OctreeNode* node)
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{
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LLVector4a tmp;
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tmp.splat(0.f);
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mExtents[0] = mExtents[1] = mObjectBounds[0] = mObjectBounds[1] =
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mExtents[0] = mExtents[1] = mObjectBounds[0] = mObjectBounds[0] = mObjectBounds[1] =
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mObjectExtents[0] = mObjectExtents[1] = tmp;
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mBounds[0] = node->getCenter();
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@ -253,7 +253,7 @@ BOOL gQuietSnapshot = FALSE;
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// Minimum value for UIScaleFactor, also defined in preferences, ui_scale_slider
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static const F32 MIN_UI_SCALE = 0.75f;
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// 2.0 in preferences, but win10 supports larger scaling and value is used more as
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// 4.0 in preferences, but win10 supports larger scaling and value is used more as
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// sanity check, so leaving space for larger values from DPI updates.
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static const F32 MAX_UI_SCALE = 7.0f;
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static const F32 MIN_DISPLAY_SCALE = 0.75f;
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@ -80,14 +80,12 @@
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const F32 FORCE_SIMPLE_RENDER_AREA = 512.f;
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const F32 FORCE_CULL_AREA = 8.f;
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static const F32 MINIMUM_RIGGED_RADIUS = 0.05f;
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U32 JOINT_COUNT_REQUIRED_FOR_FULLRIG = 20;
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BOOL gAnimateTextures = TRUE;
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//extern BOOL gHideSelectedObjects;
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F32 LLVOVolume::sLODFactor = 1.f;
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F32 LLVOVolume::sRiggedLODCompensation = 6.5f;
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F32 LLVOVolume::sLODSlopDistanceFactor = 0.5f; //Changing this to zero, effectively disables the LOD transition slop
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F32 LLVOVolume::sDistanceFactor = 1.0f;
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S32 LLVOVolume::sNumLODChanges = 0;
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@ -1215,18 +1213,18 @@ void LLVOVolume::sculpt()
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}
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}
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S32 LLVOVolume::computeLODDetail(F32 distance, F32 radius, F32 lod_factor)
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S32 LLVOVolume::computeLODDetail(F32 distance, F32 radius)
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{
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S32 cur_detail;
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if (LLPipeline::sDynamicLOD)
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{
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// We've got LOD in the profile, and in the twist. Use radius.
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F32 tan_angle = (lod_factor*radius) / distance;
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F32 tan_angle = (LLVOVolume::sLODFactor*radius)/distance;
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cur_detail = LLVolumeLODGroup::getDetailFromTan(ll_round(tan_angle, 0.01f));
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}
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else
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{
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cur_detail = llclamp((S32)(sqrtf(radius)*lod_factor*4.f), 0, 3);
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cur_detail = llclamp((S32) (sqrtf(radius)*LLVOVolume::sLODFactor*4.f), 0, 3);
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}
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return cur_detail;
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}
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@ -1242,7 +1240,6 @@ BOOL LLVOVolume::calcLOD()
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F32 radius;
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F32 distance;
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F32 lod_factor = LLVOVolume::sLODFactor;
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if (mDrawable->isState(LLDrawable::RIGGED))
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{
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@ -1254,54 +1251,22 @@ BOOL LLVOVolume::calcLOD()
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return FALSE;
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}
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// Note: when changing, take note that a lot of rigged meshes have only one LOD.
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distance = avatar->mDrawable->mDistanceWRTCamera;
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F32 avatar_radius = avatar->getBinRadius();
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F32 object_radius = 0;
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LLDrawable* drawablep = mDrawable.get();
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while (!drawablep->isRoot())
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{
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drawablep = drawablep->getParent();
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}
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// Mesh can consist of multiple objects that have to be treated as one item or we will
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// get strange deformations or partially missing meshes (smallest elements will disappear)
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LLSpatialBridge* bridge = drawablep->getSpatialBridge();
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if (bridge)
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{
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const LLVector4a* ext = bridge->getSpatialExtents();
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LLVector4a diff;
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diff.setSub(ext[1], ext[0]);
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object_radius = diff.getLength3().getF32();
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}
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if (object_radius <= 0)
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{
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// bridge missing or somehow not updated
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const LLVector4a* ext = mDrawable->getSpatialExtents();
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LLVector4a diff;
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diff.setSub(ext[1], ext[0]);
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object_radius = diff.getLength3().getF32();
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}
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// sRiggedLODCompensation is made to compensate for missing lower lods
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radius = object_radius * LLVOVolume::sRiggedLODCompensation;
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radius = llclamp(radius, MINIMUM_RIGGED_RADIUS, avatar_radius);
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radius = avatar->getBinRadius();
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}
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else
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{
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distance = mDrawable->mDistanceWRTCamera;
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radius = getVolume() ? getVolume()->mLODScaleBias.scaledVec(getScale()).length() : getScale().length();
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}
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//hold onto unmodified distance for debugging
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//F32 debug_distance = distance;
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distance *= sDistanceFactor;
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F32 rampDist = lod_factor * 2;
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F32 rampDist = LLVOVolume::sLODFactor * 2;
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if (distance < rampDist)
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{
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// Boost LOD when you're REALLY close
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@ -1314,8 +1279,7 @@ BOOL LLVOVolume::calcLOD()
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distance *= F_PI/3.f;
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cur_detail = computeLODDetail(ll_round(distance, 0.01f),
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ll_round(radius, 0.01f),
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lod_factor);
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ll_round(radius, 0.01f));
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if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_LOD_INFO) &&
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@ -1789,10 +1753,7 @@ BOOL LLVOVolume::updateGeometry(LLDrawable *drawable)
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dirtySpatialGroup(drawable->isState(LLDrawable::IN_REBUILD_Q1));
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compiled = TRUE;
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lodOrSculptChanged(drawable, compiled);
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if (!mLODChanged)
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{
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genBBoxes(FALSE);
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}
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genBBoxes(FALSE);
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}
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// it has its own drawable (it's moved) or it has changed UVs or it has changed xforms from global<->local
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else
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@ -327,7 +327,7 @@ public:
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void clearRiggedVolume();
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protected:
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S32 computeLODDetail(F32 distance, F32 radius, F32 lod_factor);
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S32 computeLODDetail(F32 distance, F32 radius);
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BOOL calcLOD();
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LLFace* addFace(S32 face_index);
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void updateTEData();
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@ -379,7 +379,6 @@ private:
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public:
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static F32 sLODSlopDistanceFactor;// Changing this to zero, effectively disables the LOD transition slop
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static F32 sLODFactor; // LOD scale factor
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static F32 sRiggedLODCompensation; // HACK: worn rigged LODs often have only high lod, so we are bumping them up withing avatar's visibility
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static F32 sDistanceFactor; // LOD distance factor
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static LLPointer<LLObjectMediaDataClient> sObjectMediaClient;
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@ -138,7 +138,7 @@
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initial_value="1"
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layout="topleft"
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left_pad="0"
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max_val="2.0"
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max_val="4.0"
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min_val="0.75"
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name="ui_scale_slider"
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top_pad="-14"
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