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