Removed dead code related to 'RenderForSelect'.
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@@ -1660,12 +1660,6 @@ void LLViewerObjectList::renderObjectBounds(const LLVector3 ¢er)
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{
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}
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void LLViewerObjectList::renderObjectsForSelect(LLCamera &camera, const LLRect& screen_rect, BOOL pick_parcel_wall, BOOL render_transparent)
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{
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generatePickList(camera);
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renderPickList(screen_rect, pick_parcel_wall, render_transparent);
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}
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void LLViewerObjectList::generatePickList(LLCamera &camera)
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{
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LLViewerObject *objectp;
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@@ -1789,34 +1783,6 @@ void LLViewerObjectList::generatePickList(LLCamera &camera)
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}
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}
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void LLViewerObjectList::renderPickList(const LLRect& screen_rect, BOOL pick_parcel_wall, BOOL render_transparent)
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{
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gRenderForSelect = TRUE;
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gPipeline.renderForSelect(mSelectPickList, render_transparent, screen_rect);
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//
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// Render pass for selected objects
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//
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gGL.color4f(1,1,1,1);
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gViewerWindow->renderSelections( TRUE, pick_parcel_wall, FALSE );
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//fix for DEV-19335. Don't pick hud objects when customizing avatar (camera mode doesn't play nice with nametags).
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if (!gAgentCamera.cameraCustomizeAvatar())
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{
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// render pickable ui elements, like names, etc.
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LLHUDObject::renderAllForSelect();
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}
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gGL.flush();
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LLVertexBuffer::unbind();
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gRenderForSelect = FALSE;
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//llinfos << "Rendered " << count << " for select" << llendl;
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//llinfos << "Took " << pick_timer.getElapsedTimeF32()*1000.f << "ms to pick" << llendl;
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}
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LLViewerObject *LLViewerObjectList::getSelectedObject(const U32 object_id)
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{
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std::set<LLViewerObject*>::iterator pick_it;
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