本文整理汇总了C++中LLPointer::isMissingAsset方法的典型用法代码示例。如果您正苦于以下问题:C++ LLPointer::isMissingAsset方法的具体用法?C++ LLPointer::isMissingAsset怎么用?C++ LLPointer::isMissingAsset使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLPointer
的用法示例。
在下文中一共展示了LLPointer::isMissingAsset方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: cleanMissedTilesFromLevel
// This method is used to clean up a level from tiles marked as "missing".
// The idea is to allow tiles that have been improperly marked missing to be reloaded when retraversing the level again.
// When zooming in and out rapidly, some tiles are never properly loaded and, eventually marked missing.
// This creates "blue" areas in a subresolution that never got a chance to reload if we don't clean up the level.
void LLWorldMipmap::cleanMissedTilesFromLevel(S32 level)
{
// Check the input data
llassert(level <= MAP_LEVELS);
llassert(level >= 0);
// This happens when the object is first initialized
if (level == 0)
{
return;
}
// Iterate through the subresolution level and suppress the tiles that are marked as missing
// Note: erasing in a map while iterating through it is bug prone. Using a postfix increment is mandatory here.
sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1];
sublevel_tiles_t::iterator it = level_mipmap.begin();
while (it != level_mipmap.end())
{
LLPointer<LLViewerFetchedTexture> img = it->second;
if (img->isMissingAsset())
{
level_mipmap.erase(it++);
}
else
{
++it;
}
}
return;
}
示例2: convertGridToHandle
LLPointer<LLViewerFetchedTexture> LLWorldMipmap::getObjectsTile(U32 grid_x, U32 grid_y, S32 level, bool load)
{
// Check the input data
llassert(level <= MAP_LEVELS);
llassert(level >= 1);
// If the *loading* level changed, cleared the new level from "missed" tiles
// so that we get a chance to reload them
if (load && (level != mCurrentLevel))
{
cleanMissedTilesFromLevel(level);
mCurrentLevel = level;
}
// Build the region handle
U64 handle = convertGridToHandle(grid_x, grid_y);
// Check if the image is around already
sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1];
sublevel_tiles_t::iterator found = level_mipmap.find(handle);
// If not there and load on, go load it
if (found == level_mipmap.end())
{
if (load)
{
// Load it
LLPointer<LLViewerFetchedTexture> img = loadObjectsTile(grid_x, grid_y, level);
// Insert the image in the map
level_mipmap.insert(sublevel_tiles_t::value_type( handle, img ));
// Find the element again in the map (it's there now...)
found = level_mipmap.find(handle);
}
else
{
// Return with NULL if not found and we're not trying to load
return NULL;
}
}
// Get the image pointer and check if this asset is missing
LLPointer<LLViewerFetchedTexture> img = found->second;
if (img->isMissingAsset())
{
// Return NULL if asset missing
return NULL;
}
else
{
// Boost the tile level so to mark it's in use *if* load on
if (load)
{
img->setBoostLevel(LLGLTexture::BOOST_MAP_VISIBLE);
}
return img;
}
}
示例3: equalizeBoostLevels
// This method should be called before each use of the mipmap (typically, before each draw), so that to let
// the boost level of unused tiles to drop to 0 (BOOST_NONE).
// Tiles that are accessed have had their boost level pushed to BOOST_MAP_VISIBLE so we can identify them.
// The result of this strategy is that if a tile is not used during 2 consecutive loops, its boost level drops to 0.
void LLWorldMipmap::equalizeBoostLevels()
{
#if DEBUG_TILES_STAT
S32 nb_missing = 0;
S32 nb_tiles = 0;
S32 nb_visible = 0;
#endif // DEBUG_TILES_STAT
// For each level
for (S32 level = 0; level < MAP_LEVELS; level++)
{
sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level];
// For each tile
for (sublevel_tiles_t::iterator iter = level_mipmap.begin(); iter != level_mipmap.end(); iter++)
{
LLPointer<LLViewerFetchedTexture> img = iter->second;
S32 current_boost_level = img->getBoostLevel();
if (current_boost_level == LLGLTexture::BOOST_MAP_VISIBLE)
{
// If level was BOOST_MAP_VISIBLE, the tile has been used in the last draw so keep it high
img->setBoostLevel(LLGLTexture::BOOST_MAP);
}
else
{
// If level was BOOST_MAP only (or anything else...), the tile wasn't used in the last draw
// so we drop its boost level to BOOST_NONE.
img->setBoostLevel(LLGLTexture::BOOST_NONE);
}
#if DEBUG_TILES_STAT
// Increment some stats if compile option on
nb_tiles++;
if (current_boost_level == LLGLTexture::BOOST_MAP_VISIBLE)
{
nb_visible++;
}
if (img->isMissingAsset())
{
nb_missing++;
}
#endif // DEBUG_TILES_STAT
}
}
#if DEBUG_TILES_STAT
LL_INFOS("World Map") << "LLWorldMipmap tile stats : total requested = " << nb_tiles << ", visible = " << nb_visible << ", missing = " << nb_missing << LL_ENDL;
#endif // DEBUG_TILES_STAT
}
示例4: draw
void LLTextureView::draw()
{
if (!mFreezeView)
{
// LLViewerObject *objectp;
// S32 te;
for_each(mTextureBars.begin(), mTextureBars.end(), DeletePointer());
mTextureBars.clear();
delete mGLTexMemBar;
mGLTexMemBar = 0;
typedef std::multiset<decode_pair_t, compare_decode_pair > display_list_t;
display_list_t display_image_list;
if (mPrintList)
{
llinfos << "ID\tMEM\tBOOST\tPRI\tWIDTH\tHEIGHT\tDISCARD" << llendl;
}
for (LLViewerImageList::image_priority_list_t::iterator iter = gImageList.mImageList.begin();
iter != gImageList.mImageList.end(); )
{
LLPointer<LLViewerImage> imagep = *iter++;
S32 cur_discard = imagep->getDiscardLevel();
S32 desired_discard = imagep->mDesiredDiscardLevel;
if (mPrintList)
{
llinfos << imagep->getID()
<< "\t" << imagep->mTextureMemory
<< "\t" << imagep->getBoostLevel()
<< "\t" << imagep->getDecodePriority()
<< "\t" << imagep->getWidth()
<< "\t" << imagep->getHeight()
<< "\t" << cur_discard
<< llendl;
}
#if 0
if (imagep->getDontDiscard())
{
continue;
}
if (imagep->isMissingAsset())
{
continue;
}
#endif
#define HIGH_PRIORITY 100000000.f
F32 pri;
if (mOrderFetch)
{
pri = ((F32)imagep->mFetchPriority)/256.f;
}
else
{
pri = imagep->getDecodePriority();
}
if (sDebugImages.find(imagep) != sDebugImages.end())
{
pri += 4*HIGH_PRIORITY;
}
if (!mOrderFetch)
{
#if 1
if (pri < HIGH_PRIORITY && LLSelectMgr::getInstance())
{
struct f : public LLSelectedTEFunctor
{
LLViewerImage* mImage;
f(LLViewerImage* image) : mImage(image) {}
virtual bool apply(LLViewerObject* object, S32 te)
{
return (mImage == object->getTEImage(te));
}
} func(imagep);
const bool firstonly = true;
bool match = LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func, firstonly);
if (match)
{
pri += 3*HIGH_PRIORITY;
}
}
#endif
#if 1
if (pri < HIGH_PRIORITY && (cur_discard< 0 || desired_discard < cur_discard))
{
LLViewerObject *objectp = gHoverView->getLastHoverObject();
if (objectp)
{
S32 tex_count = objectp->getNumTEs();
for (S32 i = 0; i < tex_count; i++)
{
//.........这里部分代码省略.........
示例5: convertGridToHandle
LLPointer<LLViewerImage> LLWorldMipmap::getObjectsTile(U32 grid_x, U32 grid_y, S32 level, bool load)
{
// Check the input data
llassert(level <= MAP_LEVELS);
llassert(level >= 1);
// If the *loading* level changed, cleared the new level from "missed" tiles
// so that we get a chance to reload them
if (load && (level != mCurrentLevel))
{
cleanMissedTilesFromLevel(level);
mCurrentLevel = level;
}
// Build the region handle
U64 handle = convertGridToHandle(grid_x, grid_y);
// Check if the image is around already
sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1];
sublevel_tiles_t::iterator found = level_mipmap.find(handle);
// If not there and load on, go load it
if (found == level_mipmap.end())
{
if (load)
{
// Load it
LLPointer<LLViewerImage> img;
// <edit>
//this is a hack for opensims.
if(LLViewerLogin::getInstance()->getGridChoice() < GRID_INFO_OTHER)
img = loadObjectsTile(grid_x, grid_y, level);
else
{
LLSimInfo* info = LLWorldMap::getInstance()->simInfoFromHandle(handle);
if(info)
{
img = gImageList.getImage(info->getMapImageID(), MIPMAP_TRUE, FALSE);
img->setBoostLevel(LLViewerImageBoostLevel::BOOST_MAP);
}
else
return NULL;
}
// </edit>
// Insert the image in the map
level_mipmap.insert(sublevel_tiles_t::value_type( handle, img ));
// Find the element again in the map (it's there now...)
found = level_mipmap.find(handle);
}
else
{
// Return with NULL if not found and we're not trying to load
return NULL;
}
}
// Get the image pointer and check if this asset is missing
LLPointer<LLViewerImage> img = found->second;
if (img->isMissingAsset())
{
// Return NULL if asset missing
return NULL;
}
else
{
// Boost the tile level so to mark it's in use *if* load on
if (load)
{
img->setBoostLevel(LLViewerImageBoostLevel::BOOST_MAP_VISIBLE);
}
return img;
}
}