SL-98 - Remove dead code
parent
ca43cc2305
commit
b146de38de
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@ -176,8 +176,6 @@ const F32 MAX_STANDOFF_DISTANCE_CHANGE = 32;
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// Should probably be 4 or 3, but didn't want to change it while change other logic - SJB
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const S32 SWITCH_TO_BAKED_DISCARD = 5;
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const F32 FOOT_COLLIDE_FUDGE = 0.04f;
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const F32 HOVER_EFFECT_MAX_SPEED = 3.f;
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const F32 HOVER_EFFECT_STRENGTH = 0.f;
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const F32 UNDERWATER_EFFECT_STRENGTH = 0.1f;
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@ -600,7 +598,6 @@ S32 LLVOAvatar::sNumVisibleChatBubbles = 0;
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BOOL LLVOAvatar::sDebugInvisible = FALSE;
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BOOL LLVOAvatar::sShowAttachmentPoints = FALSE;
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BOOL LLVOAvatar::sShowAnimationDebug = FALSE;
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BOOL LLVOAvatar::sShowFootPlane = FALSE;
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BOOL LLVOAvatar::sVisibleInFirstPerson = FALSE;
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F32 LLVOAvatar::sLODFactor = 1.f;
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F32 LLVOAvatar::sPhysicsLODFactor = 1.f;
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@ -5008,42 +5005,6 @@ U32 LLVOAvatar::renderSkinned()
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return num_indices;
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}
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// render collision normal
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// *NOTE: this is disabled (there is no UI for enabling sShowFootPlane) due
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// to DEV-14477. the code is left here to aid in tracking down the cause
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// of the crash in the future. -brad
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if (sShowFootPlane && mDrawable.notNull())
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{
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LLVector3 slaved_pos = mDrawable->getPositionAgent();
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LLVector3 foot_plane_normal(mFootPlane.mV[VX], mFootPlane.mV[VY], mFootPlane.mV[VZ]);
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F32 dist_from_plane = (slaved_pos * foot_plane_normal) - mFootPlane.mV[VW];
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LLVector3 collide_point = slaved_pos;
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collide_point.mV[VZ] -= foot_plane_normal.mV[VZ] * (dist_from_plane + COLLISION_TOLERANCE - FOOT_COLLIDE_FUDGE);
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gGL.begin(LLRender::LINES);
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{
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F32 SQUARE_SIZE = 0.2f;
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gGL.color4f(1.f, 0.f, 0.f, 1.f);
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gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX], collide_point.mV[VY], collide_point.mV[VZ]);
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gGL.vertex3f(collide_point.mV[VX] + mFootPlane.mV[VX], collide_point.mV[VY] + mFootPlane.mV[VY], collide_point.mV[VZ] + mFootPlane.mV[VZ]);
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}
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gGL.end();
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gGL.flush();
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}
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//--------------------------------------------------------------------
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// render all geometry attached to the skeleton
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//--------------------------------------------------------------------
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@ -328,7 +328,6 @@ public:
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static bool sLimitNonImpostors; // use impostors for far away avatars
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static F32 sRenderDistance; // distance at which avatars will render.
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static BOOL sShowAnimationDebug; // show animation debug info
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static BOOL sShowFootPlane; // show foot collision plane reported by server
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static BOOL sShowCollisionVolumes; // show skeletal collision volumes
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static BOOL sVisibleInFirstPerson;
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static S32 sNumLODChangesThisFrame;
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