experimental workaround to non-rigged to rigged transition bug
parent
712031bb2f
commit
9d34700179
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@ -778,9 +778,18 @@ void LLLocalMeshFile::applyToVObject(LLUUID viewer_object_id, int object_index,
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// force refresh (selected/edit mode won't let it redraw otherwise)
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auto& target_drawable = target_object->mDrawable;
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target_drawable->getVOVolume()->forceLOD(LLModel::LOD_LOW);
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target_drawable->getVOVolume()->forceLOD(LLModel::LOD_HIGH);
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gPipeline.markRebuild(target_drawable, LLDrawable::REBUILD_VOLUME, FALSE);
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if( target_drawable.notNull() )
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{
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target_object->markForUpdate(true);
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// target_drawable->updateSpatialExtents();
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// target_drawable->movePartition();
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gPipeline.markRebuild(target_drawable, LLDrawable::REBUILD_ALL, true);
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if(auto floater_ptr = LLLocalMeshSystem::getInstance()->getFloaterPointer(); floater_ptr != nullptr)
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{
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floater_ptr->toggleSelectTool(false);
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}
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}
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// NOTE: this ^^ (or lod change) causes renderer crash on mesh with degenerate primitives.
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LL_INFOS("LocalMesh") << "Object " << object_index << " marked for rebuild" << LL_ENDL;
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}
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