Fix for nacmesh viewing on low gfx setting and llpathinglib update.
parent
b7d93d8adf
commit
b64773bf2d
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@ -1110,9 +1110,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>def036f4001f9b95824ea490a0d71560</string>
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<string>0fb8533cb26dd2707d10904cd4c177b9</string>
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<key>url</key>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/249863/arch/Darwin/installer/llphysicsextensions-0.1-darwin-20120222.tar.bz2</string>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/249990/arch/Darwin/installer/llphysicsextensions-0.1-darwin-20120224.tar.bz2</string>
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</map>
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<key>name</key>
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<string>darwin</string>
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@ -1122,9 +1122,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>57dd508275c311e98c7ee39cd58b517f</string>
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<string>32712ec04262c251e84a277ef0215c4a</string>
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<key>url</key>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/249863/arch/Linux/installer/llphysicsextensions-0.1-linux-20120222.tar.bz2</string>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/249990/arch/Linux/installer/llphysicsextensions-0.1-linux-20120224.tar.bz2</string>
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</map>
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<key>name</key>
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<string>linux</string>
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@ -1134,9 +1134,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>6902dc4da5e6be1c1f5f0275a5a8d8ef</string>
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<string>4604a26b599e7cb2478835fcceff7f24</string>
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<key>url</key>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/249863/arch/CYGWIN/installer/llphysicsextensions-0.1-windows-20120222.tar.bz2</string>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/249990/arch/CYGWIN/installer/llphysicsextensions-0.1-windows-20120224.tar.bz2</string>
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</map>
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<key>name</key>
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<string>windows</string>
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@ -37,6 +37,7 @@ LLRenderNavPrim gRenderNav;
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//=============================================================================
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void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color, bool overlayMode ) const
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{
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bool ff = LLGLSLShader::sNoFixedFunction;
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LLGLSLShader::sNoFixedFunction = false;
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LLGLEnable smooth(GL_LINE_SMOOTH);
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LLColor4 colorA( color );
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@ -51,7 +52,7 @@ void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& en
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gGL.end();
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gGL.flush();
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LLGLSLShader::sNoFixedFunction = true;
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LLGLSLShader::sNoFixedFunction = ff;
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LLGLDisable smoothout(GL_LINE_SMOOTH);
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glLineWidth(1.0f);
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}
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@ -70,7 +71,8 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L
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LLGLEnable cull(GL_CULL_FACE);
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LLColor4 colorA( color );
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colorA*=1.25f;
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gGL.color4fv( colorA.mV );
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gGL.color4fv( colorA.mV );
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bool ff = LLGLSLShader::sNoFixedFunction;
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LLGLSLShader::sNoFixedFunction = false;
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gGL.begin(LLRender::TRIANGLES);
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{
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@ -82,14 +84,15 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L
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gGL.flush();
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glLineWidth(1.0f);
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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LLGLSLShader::sNoFixedFunction = true;
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LLGLSLShader::sNoFixedFunction = ff;
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}
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//=============================================================================
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void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
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{
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LLGLEnable blend( GL_BLEND );
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LLGLEnable cull( GL_CULL_FACE );
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glLineWidth(1.5f);
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glLineWidth(1.5f);
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bool ff = LLGLSLShader::sNoFixedFunction;
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LLGLSLShader::sNoFixedFunction = false;
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//pass 1 filled
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pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_NORMAL );
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@ -98,7 +101,7 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
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LLGLEnable smooth( GL_LINE_SMOOTH );
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//pass 2 outlined
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pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
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LLGLSLShader::sNoFixedFunction = true;
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LLGLSLShader::sNoFixedFunction = ff;
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glLineWidth(1.0f);
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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LLGLDisable smoothout( GL_LINE_SMOOTH );
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@ -911,6 +911,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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//NavMesh
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if (pathfindingConsole->isRenderNavMesh())
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{
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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llPathingLibInstance->renderNavMesh();
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exclusiveDraw = true;
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}
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