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

@@ -154,7 +154,8 @@ void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) cons
// the windlight sky dome works most conveniently in a coordinate system
// where Y is up, so permute our basis vectors accordingly.
gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
static const LLMatrix4a rot = gGL.genRot(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
gGL.rotatef(rot);
gGL.scalef(0.333f, 0.333f, 0.333f);