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OpenSim/Diorama (E)/devel
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** OpenSim ジオラマ 開発用
AddDynamicTextureURL()
RenderPlugins[contentType].AsyncConvertUrl(updater.Updat...
contentType を持つモジュールの AsyncConvertUrl() を呼...
#br
*** RenderTerrainScale
- void LLDrawPoolTerrain::renderFullShader() の sDetailSc...
- デフォルトは 7, テクスチャは (リージョンサイズ/7) 個...
- UVMap は (リージョンサイズ/7) 倍される.
- 256にすれば,1枚の画像.
#br
*** Terrain Texture
- llviewerregion.cpp
-- void LLViewerRegion::unpackRegionHandshake()
--- Texture のUUID をセット
- Render
-- pipeline.cpp LLPipeline::renderGeom(LLCamera& camera,...
--- p->reander(i)
---- lldrawpoolterrain.cpp LLDrawPoolTerrain::render(S3...
llviewer...
↓
llseurfacepatch.cpp → llvicomposition.cpp → llvierwerr...
↓ ↓
→ lldrawpoo...
#br
*** Tecture Functions
- lldrawpoolterrain.cpp
void LLDrawPoolTerrain::renderFullShaderX()
{
// Hack! Get the region that this draw pool is rendering...
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->g...
LLVLComposition *compp = regionp->getComposition();
//
LLViewerTexture *detail_texture0p = compp->mDetailTextur...
//
sDetailScale = 0.142857/36.;
LLVector4 tp0, tp1;
tp0.setVec(sDetailScale, 0.0f, 0.0f, 0.0);
tp1.setVec(0.0f, sDetailScale, 0.0f, 0.0);
//
// detail texture 0
//
S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::...
gGL.getTexUnit(detail0)->bind(detail_texture0p);
gGL.getTexUnit(0)->activate();
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(shader);
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.m...
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.m...
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
// GL_BLEND disabled by default
drawLoop();
// Disable multitexture
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAI...
//------------------------------------------------------...
// Restore Texture Unit 0 defaults
gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
- llviewerregion.cpp
-- void LLViewerRegion::unpackRegionHandshake()
mCentralBakeVersion = region_protocols & 1; // was (S32)...
LLVLComposition *compp = getComposition();
if (compp)
{
LLUUID tmp_id;
msg->getUUID("RegionInfo", "TerrainDetail0", tmp_id);
compp->setDetailTextureID(0, tmp_id);
msg->getUUID("RegionInfo", "TerrainDetail1", tmp_id);
compp->setDetailTextureID(1, tmp_id);
msg->getUUID("RegionInfo", "TerrainDetail2", tmp_id);
compp->setDetailTextureID(2, tmp_id);
msg->getUUID("RegionInfo", "TerrainDetail3", tmp_id);
compp->setDetailTextureID(3, tmp_id);
// Iseki
tmp_id.set("1c5e544e-9198-4681-b87e-9868ae61e461");
compp->setDetailTextureID(4, tmp_id);
- llvlcomposition.h
enum ECorner
{
SOUTHWEST = 0,
SOUTHEAST = 1,
NORTHWEST = 2,
NORTHEAST = 3,
// Iseki
//CORNER_COUNT = 4
CORNER_COUNT = 5
};
End:
** OpenSim ジオラマ 開発用
AddDynamicTextureURL()
RenderPlugins[contentType].AsyncConvertUrl(updater.Updat...
contentType を持つモジュールの AsyncConvertUrl() を呼...
#br
*** RenderTerrainScale
- void LLDrawPoolTerrain::renderFullShader() の sDetailSc...
- デフォルトは 7, テクスチャは (リージョンサイズ/7) 個...
- UVMap は (リージョンサイズ/7) 倍される.
- 256にすれば,1枚の画像.
#br
*** Terrain Texture
- llviewerregion.cpp
-- void LLViewerRegion::unpackRegionHandshake()
--- Texture のUUID をセット
- Render
-- pipeline.cpp LLPipeline::renderGeom(LLCamera& camera,...
--- p->reander(i)
---- lldrawpoolterrain.cpp LLDrawPoolTerrain::render(S3...
llviewer...
↓
llseurfacepatch.cpp → llvicomposition.cpp → llvierwerr...
↓ ↓
→ lldrawpoo...
#br
*** Tecture Functions
- lldrawpoolterrain.cpp
void LLDrawPoolTerrain::renderFullShaderX()
{
// Hack! Get the region that this draw pool is rendering...
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->g...
LLVLComposition *compp = regionp->getComposition();
//
LLViewerTexture *detail_texture0p = compp->mDetailTextur...
//
sDetailScale = 0.142857/36.;
LLVector4 tp0, tp1;
tp0.setVec(sDetailScale, 0.0f, 0.0f, 0.0);
tp1.setVec(0.0f, sDetailScale, 0.0f, 0.0);
//
// detail texture 0
//
S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::...
gGL.getTexUnit(detail0)->bind(detail_texture0p);
gGL.getTexUnit(0)->activate();
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(shader);
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.m...
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.m...
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
// GL_BLEND disabled by default
drawLoop();
// Disable multitexture
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAI...
//------------------------------------------------------...
// Restore Texture Unit 0 defaults
gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
- llviewerregion.cpp
-- void LLViewerRegion::unpackRegionHandshake()
mCentralBakeVersion = region_protocols & 1; // was (S32)...
LLVLComposition *compp = getComposition();
if (compp)
{
LLUUID tmp_id;
msg->getUUID("RegionInfo", "TerrainDetail0", tmp_id);
compp->setDetailTextureID(0, tmp_id);
msg->getUUID("RegionInfo", "TerrainDetail1", tmp_id);
compp->setDetailTextureID(1, tmp_id);
msg->getUUID("RegionInfo", "TerrainDetail2", tmp_id);
compp->setDetailTextureID(2, tmp_id);
msg->getUUID("RegionInfo", "TerrainDetail3", tmp_id);
compp->setDetailTextureID(3, tmp_id);
// Iseki
tmp_id.set("1c5e544e-9198-4681-b87e-9868ae61e461");
compp->setDetailTextureID(4, tmp_id);
- llvlcomposition.h
enum ECorner
{
SOUTHWEST = 0,
SOUTHEAST = 1,
NORTHWEST = 2,
NORTHEAST = 3,
// Iseki
//CORNER_COUNT = 4
CORNER_COUNT = 5
};
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