Removed dead code related to 'RenderForSelect'.
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@@ -1641,83 +1641,6 @@ void LLDrawPoolAvatar::renderRiggedGlow(LLVOAvatar* avatar)
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}
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#endif //MESH_ENABLED
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//-----------------------------------------------------------------------------
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// renderForSelect()
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//-----------------------------------------------------------------------------
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void LLDrawPoolAvatar::renderForSelect()
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{
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if (!gRenderAvatar)
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{
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return;
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}
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if (mDrawFace.empty())
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{
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return;
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}
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const LLFace *facep = mDrawFace[0];
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if (!facep->getDrawable())
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{
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return;
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}
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LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
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if (avatarp->isDead() || avatarp->mIsDummy || avatarp->mDrawable.isNull())
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{
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return;
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}
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S32 curr_shader_level = getVertexShaderLevel();
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S32 name = avatarp->mDrawable->getVObj()->mGLName;
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LLColor4U color((U8)(name >> 16), (U8)(name >> 8), (U8)name);
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BOOL impostor = avatarp->isImpostor();
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if (impostor)
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{
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_VERT_COLOR);
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
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avatarp->renderImpostor(color);
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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return;
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}
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sVertexProgram = &gAvatarPickProgram;
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if (curr_shader_level > 0)
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{
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gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
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}
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
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gGL.setSceneBlendType(LLRender::BT_REPLACE);
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glColor4ubv(color.mV);
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if (curr_shader_level > 0) // for hardware blending
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{
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sRenderingSkinned = TRUE;
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sVertexProgram->bind();
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enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
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}
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avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
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// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
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if (curr_shader_level > 0)
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{
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sRenderingSkinned = FALSE;
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sVertexProgram->unbind();
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disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
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}
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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// restore texture mode
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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}
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//-----------------------------------------------------------------------------
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// getDebugTexture()
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//-----------------------------------------------------------------------------
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