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