Fix for busted optimizations.

(transplanted from 6fae1a167f287f23a0cdc5dac8dfa2b74444efcf)
master
Dave Parks 2010-04-16 15:53:26 -05:00
parent 724e45baeb
commit d568dbd840
2 changed files with 6 additions and 4 deletions

View File

@ -853,9 +853,7 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const
LLVertexBufferAvatar::LLVertexBufferAvatar()
: LLVertexBuffer(sDataMask,
LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0 ?
GL_DYNAMIC_DRAW_ARB :
GL_STREAM_DRAW_ARB)
GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets
{
}

View File

@ -758,14 +758,18 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w
const U32 idx_count = mMesh->getNumFaces()*3;
indicesp += mMesh->mFaceIndexOffset;
U16* __restrict idx = indicesp.get();
S32* __restrict src_idx = (S32*) mMesh->getFaces();
i = 0;
const S32 offset = (S32) mMesh->mFaceVertexOffset;
do
{
*(idx++) = *(src_idx++);
*(idx++) = *(src_idx++)+offset;
}
while (++i < idx_count);
}