Migrated gl matrix stack to LLMatrix4a

This commit is contained in:
Shyotl
2014-06-22 03:34:51 -05:00
parent 8f6a578ec0
commit 061178ad82
64 changed files with 1533 additions and 1070 deletions

View File

@@ -293,11 +293,10 @@ void LLDrawPoolWater::render(S32 pass)
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
LLMatrix4a camera_rot = LLViewerCamera::getInstance()->getModelview();
camera_rot.extractRotation_affine();
camera_rot.invert();
gGL.loadMatrix((F32 *)camera_rot.mMatrix);
gGL.loadMatrix(camera_rot);
gGL.matrixMode(LLRender::MM_MODELVIEW);
LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
@@ -727,7 +726,7 @@ void LLDrawPoolWater::shade()
gGL.getTexUnit(diffTex)->bind(face->getTexture());
sNeedsReflectionUpdate = TRUE;
if (water->getUseTexture() || !water->getIsEdgePatch())
{
sNeedsDistortionUpdate = TRUE;