Migrated gl matrix stack to LLMatrix4a
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@@ -807,8 +807,8 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y)
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}
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//LLBBox bbox = LLSelectMgr::getInstance()->getBBoxOfSelection();
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LLMatrix4 projMatrix = LLViewerCamera::getInstance()->getProjection();
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LLMatrix4 modelView = LLViewerCamera::getInstance()->getModelview();
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LLMatrix4 projMatrix( LLViewerCamera::getInstance()->getProjection().getF32ptr() );
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LLMatrix4 modelView( LLViewerCamera::getInstance()->getModelview().getF32ptr() );
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LLVector3 object_position = getPivotPoint();
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@@ -827,7 +827,7 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y)
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relative_camera_dir = LLVector3(1.f, 0.f, 0.f) * ~grid_rotation;
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LLVector4 translation(object_position);
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transform.initRotTrans(grid_rotation, translation);
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LLMatrix4 cfr(OGL_TO_CFR_ROTATION);
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LLMatrix4 cfr(OGL_TO_CFR_ROTATION.getF32ptr());
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transform *= cfr;
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LLMatrix4 window_scale;
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F32 zoom_level = 2.f * gAgentCamera.mHUDCurZoom;
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@@ -1693,12 +1693,15 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
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normal = -normal;
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}
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F32 d = -(selection_center * normal);
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glh::vec4f plane(normal.mV[0], normal.mV[1], normal.mV[2], d );
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LLVector4a plane(normal.mV[0], normal.mV[1], normal.mV[2], d );
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gGL.getModelviewMatrix().inverse().mult_vec_matrix(plane);
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LLMatrix4a inv_mat = gGL.getModelviewMatrix();
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inv_mat.invert();
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inv_mat.transpose();
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inv_mat.rotate4(plane,plane);
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static LLStaticHashedString sClipPlane("clip_plane");
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gClipProgram.uniform4fv(sClipPlane, 1, plane.v);
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gClipProgram.uniform4fv(sClipPlane, 1, plane.getF32ptr());
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BOOL particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES);
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#if ENABLE_CLASSIC_CLOUDS
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