Added new calculation to the LLCamera for draw distance multiplier
Removed the Inverse aspect as not longer used
Modified the LLFace to no long user the inverse aspect.
Updated mInFrustum to use mImportanceToCamera as it was correct
LLViewerCamera removed the mCosCameraFOV (not used anymore)
Added LLViewerMenu option under Developer->Dump->Texture List to dump texture list to info for debugging.
LLViewerTexture viewer for LOD textures, now loops to make the texture fit to cover the max discard value instead of calculating with logs and divisions.
LLViewerTextureList updated to to dump texture list to the Infos, and updated to boost for not only textures based upon the importance to the camera, but to boost a second time for textures close to the camera. Also capped the mMaxVirtualSize to try to help track down texture size changes
Updated LLPipeline to use same getDrawDistanceMultiplier as the texture calcPixelArea code.
Fix water rendering causing distortion map update very frame.
Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
Re-enable occlusion in distortion map rendering.
Turns out that most of my SNOW-800 patch was included in Viewer 2 (albeit without crediting me).
However, not everything was used and some more cleaning up was possible.
After this patch, and when compiling with optimization, there are no duplicates left
anymore that shouldn't be there in the first place. Apart from the debug stream
iostream guard variable, there are several static variables with the same name (r, r1,
r2, etc) but that indeed actually different symbol objects. Then there are a few
constant POD arrays that are duplicated a hand full of times because they are
accessed with a variable index (so optimizing them away is not possible). I left them
like that (although defining those as extern as well would have been more consistent
and not slower; in fact it would be faster theoretically because those arrays could
share the same cache page then).
A copy constructor was implemented which did a memcpy,
which included the vtable pointer which was to another object of another
class (same child though). This resulted in the wrong destructor
being called.
The reason for the memcpy was for alignment purposes.
The solution was to move to LLVector4a, which is intrinsicly aligned.
Also, did some performance optimizations based on the LLVector4a optimizations.
The solution was to re-implement the
windlight14 which have passed QA (up through r79932).
svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620