flagflag  
4: 2014-07-06 (Sun) 20:58:14 iseki source Cur: 2014-10-02 (Thu) 09:04:17 iseki source
Line 3: Line 3:
 RenderPlugins[contentType].AsyncConvert​Url(updater.UpdaterID, url, extraParams);  RenderPlugins[contentType].AsyncConvert​Url(updater.UpdaterID, url, extraParams);
   contentType を持つモジュールの AsyncConvertUrl() を呼び出す.    contentType を持つモジュールの AsyncConvertUrl() を呼び出す.
 +
 +#br
 +*** RenderTerrainScale [#o1907c41]
 +- void LLDrawPoolTerrain::renderFullShader() の sDetailScale
 +- デフォルトは 7, テクスチャは (リージョンサイズ/7) 個繰り返し表示される.1/7 = 0.14285714
 +- 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 [#ta44cfc7] *** Terrain Texture [#ta44cfc7]
Line 20: Line 28:
                                     ↓                ↓                                      ↓                ↓
                                     →          lldrawpoolterrain.cpp                                      →          lldrawpoolterrain.cpp
 + 
#br #br
Line 33: Line 41:
    //     //
    LLViewerTexture *detail_texture0p = compp->mDetailTextures[4];     LLViewerTexture *detail_texture0p = compp->mDetailTextures[4];
 + 
    //     //
    sDetailScale = 0.142857/36.;     sDetailScale = 0.142857/36.;
 + 
    LLVector4 tp0, tp1;     LLVector4 tp0, tp1;
 +    
    tp0.setVec(sDetailScale, 0.0f, 0.0f, 0.0);     tp0.setVec(sDetailScale, 0.0f, 0.0f, 0.0);
    tp1.setVec(0.0f, sDetailScale, 0.0f, 0.0);     tp1.setVec(0.0f, sDetailScale, 0.0f, 0.0);
 + 
    //     //
    // detail texture 0     // detail texture 0
Line 48: Line 56:
    gGL.getTexUnit(detail0)->bind(detail​_texture0p);     gGL.getTexUnit(detail0)->bind(detail​_texture0p);
    gGL.getTexUnit(0)->activate();     gGL.getTexUnit(0)->activate();
 + 
    LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;     LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
    llassert(shader);     llassert(shader);
 +    
    shader->uniform4fv(LLShaderMgr::OBJE​CT_PLANE_S, 1, tp0.mV);     shader->uniform4fv(LLShaderMgr::OBJE​CT_PLANE_S, 1, tp0.mV);
    shader->uniform4fv(LLShaderMgr::OBJE​CT_PLANE_T, 1, tp1.mV);     shader->uniform4fv(LLShaderMgr::OBJE​CT_PLANE_T, 1, tp1.mV);
 + 
    gGL.matrixMode(LLRender::MM_TEXTURE)​;     gGL.matrixMode(LLRender::MM_TEXTURE)​;
    gGL.loadIdentity();     gGL.loadIdentity();
    gGL.matrixMode(LLRender::MM_MODELVIE​W);     gGL.matrixMode(LLRender::MM_MODELVIE​W);
 + 
    // GL_BLEND disabled by default     // GL_BLEND disabled by default
    drawLoop();     drawLoop();
 + 
    // Disable multitexture     // Disable multitexture
    sShader->disableTexture(LLViewerShad​erMgr::TERRAIN_DETAIL0);     sShader->disableTexture(LLViewerShad​erMgr::TERRAIN_DETAIL0);
 + 
    //----------------------------------​----------------------------------------​--     //----------------------------------​----------------------------------------​--
    // Restore Texture Unit 0 defaults     // Restore Texture Unit 0 defaults
 +    
    gGL.getTexUnit(detail0)->unbind(LLTe​xUnit::TT_TEXTURE);     gGL.getTexUnit(detail0)->unbind(LLTe​xUnit::TT_TEXTURE);
    gGL.getTexUnit(0)->enable(LLTexUnit:​:TT_TEXTURE);     gGL.getTexUnit(0)->enable(LLTexUnit:​:TT_TEXTURE);
Line 83: Line 91:
    {     {
     LLUUID tmp_id;      LLUUID tmp_id;
 + 
     msg->getUUID("RegionInfo", "TerrainDetail0", tmp_id);      msg->getUUID("RegionInfo", "TerrainDetail0", tmp_id);
     compp->setDetailTextureID(0, tmp_id);      compp->setDetailTextureID(0, tmp_id);
Line 92: Line 100:
     msg->getUUID("RegionInfo", "TerrainDetail3", tmp_id);      msg->getUUID("RegionInfo", "TerrainDetail3", tmp_id);
     compp->setDetailTextureID(3, tmp_id);      compp->setDetailTextureID(3, tmp_id);
 + 
     // Iseki      // Iseki
     tmp_id.set("1c5e544e-9198-4681-b87e-9868ae61e461");      tmp_id.set("1c5e544e-9198-4681-b87e-9868ae61e461");


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