Fix for busted optimizations.
(transplanted from 6fae1a167f287f23a0cdc5dac8dfa2b74444efcf)master
parent
724e45baeb
commit
d568dbd840
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@ -853,9 +853,7 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const
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LLVertexBufferAvatar::LLVertexBufferAvatar()
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: LLVertexBuffer(sDataMask,
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LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0 ?
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GL_DYNAMIC_DRAW_ARB :
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GL_STREAM_DRAW_ARB)
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GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets
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{
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}
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@ -758,14 +758,18 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w
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const U32 idx_count = mMesh->getNumFaces()*3;
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indicesp += mMesh->mFaceIndexOffset;
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U16* __restrict idx = indicesp.get();
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S32* __restrict src_idx = (S32*) mMesh->getFaces();
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i = 0;
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const S32 offset = (S32) mMesh->mFaceVertexOffset;
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do
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{
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*(idx++) = *(src_idx++);
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*(idx++) = *(src_idx++)+offset;
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}
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while (++i < idx_count);
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}
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