Removed dead code related to 'RenderForSelect'.

This commit is contained in:
Shyotl
2011-08-09 02:11:10 -05:00
parent 9bda97786f
commit 04ea6a967e
27 changed files with 8 additions and 636 deletions

View File

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