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Mismatch between embedded web browser and UI elements?
http://sldev.free.fr/forum/viewtopic.php?f=4&t=1688
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Author:  Amalia Illios [ 2016-11-19 12:36:12 ]
Post subject:  Mismatch between embedded web browser and UI elements?

Hello Henri,

have there been any changes to the rendering of the embedded web browser with 1.26.18.33? Specifically, does it finally honour the UI size factor (which I would consider a Good Thing)? The browser canvas seems to be double the size of the UI element it is rendered in, for search as for displaying web profiles -- which matches my UI size setting of 2 (needed since I'm running on a 24" 4k monitor).

Trouble is of course that it is unusable that way, since mouse hotspots and so on still seem to be tied to the window area of the UI element.

I love the idea of the web browser honouring the UI size setting, but of course it should mean the actual rendering area should be divided by the UI size setting as well to match things up again. If I remember right, either Kokua or Singularity used to handle this correctly back when I was occasionally forced to use them.

Love,
Lia

Author:  Henri Beauchamp [ 2016-11-19 13:53:29 ]
Post subject:  Re: Mismatch between embedded web browser and UI elements?

Yes, it's the result of the UI matrix rendering changes (I hope you now enjoy better frame rates with it...).

I forgot to remove lines that are no more needed. In indra/newview/llmediactrl.cpp, around line 720, change to read:
Code:
      x_offset = (r.getWidth() - width) / 2;
      y_offset = (r.getHeight() - height) / 2;

#if 0
      width = ll_round((F32)width * LLUI::sGLScaleFactor.mV[VX]);
      height = ll_round((F32)height * LLUI::sGLScaleFactor.mV[VY]);
      x_offset = ll_round((F32)x_offset * LLUI::sGLScaleFactor.mV[VX]);
      y_offset = ll_round((F32)y_offset * LLUI::sGLScaleFactor.mV[VY]);
#endif

      // draw the browser
      gGL.setSceneBlendType(LLRender::BT_REPLACE);

(the change is the #if 0 ... #endif clause).

Then recompile the viewer, and things should be back in order. This fix will be part of next releases.

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