Removed dead code related to 'RenderForSelect'.
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@@ -3586,77 +3586,6 @@ void LLViewerWindow::schedulePick(LLPickInfo& pick_info)
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}
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llassert_always(pick_info.mScreenRegion.notEmpty());
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mPicks.push_back(pick_info);
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/*S32 scaled_x = llround((F32)pick_info.mMousePt.mX * mDisplayScale.mV[VX]);
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S32 scaled_y = llround((F32)pick_info.mMousePt.mY * mDisplayScale.mV[VY]);
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// Default to not hitting anything
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LLCamera pick_camera;
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pick_camera.setOrigin(LLViewerCamera::getInstance()->getOrigin());
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pick_camera.setOriginAndLookAt(LLViewerCamera::getInstance()->getOrigin(),
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LLViewerCamera::getInstance()->getUpAxis(),
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LLViewerCamera::getInstance()->getOrigin() + mouseDirectionGlobal(pick_info.mMousePt.mX, pick_info.mMousePt.mY));
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pick_camera.setView(0.5f*DEG_TO_RAD);
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pick_camera.setNear(LLViewerCamera::getInstance()->getNear());
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pick_camera.setFar(LLViewerCamera::getInstance()->getFar());
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pick_camera.setAspect(1.f);
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// save our drawing state
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// *TODO: should we be saving using the new method here using
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// glh_get_current_projection/glh_set_current_projection? -brad
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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// clear work area
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{
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LLGLState scissor_state(GL_SCISSOR_TEST);
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scissor_state.enable();
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glScissor(pick_info.mScreenRegion.mLeft, pick_info.mScreenRegion.mBottom, pick_info.mScreenRegion.getWidth(), pick_info.mScreenRegion.getHeight());
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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// build perspective transform and picking viewport
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// Perform pick on a PICK_DIAMETER x PICK_DIAMETER pixel region around cursor point.
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// Don't limit the select distance for this pick.
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LLViewerCamera::getInstance()->setPerspective(FOR_SELECTION, scaled_x - PICK_HALF_WIDTH, scaled_y - PICK_HALF_WIDTH, PICK_DIAMETER, PICK_DIAMETER, FALSE);
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// render for object picking
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// make viewport big enough to handle antialiased frame buffers
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gGLViewport[0] = pick_info.mScreenRegion.mLeft;
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gGLViewport[1] = pick_info.mScreenRegion.mBottom;
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gGLViewport[2] = pick_info.mScreenRegion.getWidth();
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gGLViewport[3] = pick_info.mScreenRegion.getHeight();
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glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
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LLViewerCamera::updateFrustumPlanes(pick_camera);
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stop_glerror();
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// Draw the objects so the user can select them.
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// The starting ID is 1, since land is zero.
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LLRect pick_region;
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pick_region.setOriginAndSize(pick_info.mMousePt.mX - PICK_HALF_WIDTH,
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pick_info.mMousePt.mY - PICK_HALF_WIDTH, PICK_DIAMETER, PICK_DIAMETER);
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gObjectList.renderObjectsForSelect(pick_camera, pick_region, FALSE, pick_info.mPickTransparent);
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stop_glerror();
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// restore drawing state
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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setup3DRender();
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setup2DRender();
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setupViewport();*/
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// delay further event processing until we receive results of pick
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mWindow->delayInputProcessing();
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@@ -4524,17 +4453,6 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei
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{
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gDisplaySwapBuffers = FALSE;
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gDepthDirty = TRUE;
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if (type == SNAPSHOT_TYPE_OBJECT_ID)
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{
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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LLViewerCamera::getInstance()->setZoomParameters(scale_factor, subimage_x+(subimage_y*llceil(scale_factor)));
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setup3DRender();
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setupViewport();
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gObjectList.renderPickList(gViewerWindow->getVirtualWindowRect(), FALSE, FALSE);
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}
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else
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{
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const U32 subfield = subimage_x+(subimage_y*llceil(scale_factor));
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display(do_rebuild, scale_factor, subfield, TRUE, is_tiling);
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@@ -4563,7 +4481,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei
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LLAppViewer::instance()->pingMainloopTimeout("LLViewerWindow::rawSnapshot");
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}
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if (type == SNAPSHOT_TYPE_OBJECT_ID || type == SNAPSHOT_TYPE_COLOR)
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if (type == SNAPSHOT_TYPE_COLOR)
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{
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glReadPixels(
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subimage_x_offset,
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