Some minor cleanup. Bringing stuff in-line with current to ensure it all works before mesh is actually plugged in.
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@@ -5224,7 +5224,6 @@ LLSelectNode::LLSelectNode(const LLSelectNode& nodep)
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mSilhouetteVertices = nodep.mSilhouetteVertices;
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mSilhouetteNormals = nodep.mSilhouetteNormals;
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mSilhouetteSegments = nodep.mSilhouetteSegments;
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mSilhouetteExists = nodep.mSilhouetteExists;
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mObject = nodep.mObject;
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@@ -5536,17 +5535,15 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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gGL.begin(LLRender::LINES);
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{
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S32 i = 0;
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for (S32 seg_num = 0; seg_num < (S32)mSilhouetteSegments.size(); seg_num++)
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for(S32 i = 0; i < (S32)mSilhouetteVertices.size(); i += 2)
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{
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for(; i < mSilhouetteSegments[seg_num]; i++)
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{
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u_coord += u_divisor * LLSelectMgr::sHighlightUScale;
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gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
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gGL.texCoord2f( u_coord, v_coord );
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gGL.vertex3fv( mSilhouetteVertices[i].mV );
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}
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u_coord += u_divisor * LLSelectMgr::sHighlightUScale;
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gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
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gGL.texCoord2f( u_coord, v_coord );
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gGL.vertex3fv( mSilhouetteVertices[i].mV);
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u_coord += u_divisor * LLSelectMgr::sHighlightUScale;
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gGL.texCoord2f( u_coord, v_coord );
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gGL.vertex3fv(mSilhouetteVertices[i+1].mV);
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}
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}
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gGL.end();
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@@ -5557,51 +5554,50 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.begin(LLRender::TRIANGLES);
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{
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S32 i = 0;
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for (S32 seg_num = 0; seg_num < (S32)mSilhouetteSegments.size(); seg_num++)
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for(S32 i = 0; i < (S32)mSilhouetteVertices.size(); i+=2)
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{
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S32 first_i = i;
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LLVector3 v;
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LLVector2 t;
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for(; i < mSilhouetteSegments[seg_num]; i++)
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{
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if (i == first_i) {
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LLVector3 vert = (mSilhouetteNormals[i]) * silhouette_thickness;
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vert += mSilhouetteVertices[i];
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gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.0f); //LLSelectMgr::sHighlightAlpha);
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gGL.texCoord2f( u_coord, v_coord + LLSelectMgr::sHighlightVScale );
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gGL.vertex3fv( vert.mV );
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u_coord += u_divisor * LLSelectMgr::sHighlightUScale;
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gGL.color4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
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gGL.texCoord2f( u_coord, v_coord );
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gGL.vertex3fv( mSilhouetteVertices[i].mV );
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v = mSilhouetteVertices[i];
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t = LLVector2(u_coord, v_coord);
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}
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else {
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LLVector3 vert = (mSilhouetteNormals[i]) * silhouette_thickness;
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vert += mSilhouetteVertices[i];
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gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.0f); //LLSelectMgr::sHighlightAlpha);
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gGL.texCoord2f( u_coord, v_coord + LLSelectMgr::sHighlightVScale );
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gGL.vertex3fv( vert.mV );
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gGL.vertex3fv( vert.mV );
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gGL.texCoord2fv(t.mV);
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u_coord += u_divisor * LLSelectMgr::sHighlightUScale;
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gGL.color4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
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gGL.vertex3fv(v.mV);
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gGL.texCoord2f( u_coord, v_coord );
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gGL.vertex3fv( mSilhouetteVertices[i].mV );
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}
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if (!mSilhouetteNormals[i].isFinite() ||
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!mSilhouetteNormals[i+1].isFinite())
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{ //skip skewed segments
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continue;
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}
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LLVector3 v[4];
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LLVector2 tc[4];
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v[0] = mSilhouetteVertices[i] + (mSilhouetteNormals[i] * silhouette_thickness);
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tc[0].set(u_coord, v_coord + LLSelectMgr::sHighlightVScale);
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v[1] = mSilhouetteVertices[i];
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tc[1].set(u_coord, v_coord);
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u_coord += u_divisor * LLSelectMgr::sHighlightUScale;
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v[2] = mSilhouetteVertices[i+1] + (mSilhouetteNormals[i+1] * silhouette_thickness);
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tc[2].set(u_coord, v_coord + LLSelectMgr::sHighlightVScale);
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v[3] = mSilhouetteVertices[i+1];
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tc[3].set(u_coord,v_coord);
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gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.0f); //LLSelectMgr::sHighlightAlpha);
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gGL.texCoord2fv(tc[0].mV);
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gGL.vertex3fv( v[0].mV );
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gGL.color4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
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gGL.texCoord2fv( tc[1].mV );
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gGL.vertex3fv( v[1].mV );
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gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.0f); //LLSelectMgr::sHighlightAlpha);
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gGL.texCoord2fv( tc[2].mV );
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gGL.vertex3fv( v[2].mV );
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gGL.vertex3fv( v[2].mV );
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gGL.color4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
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gGL.texCoord2fv( tc[1].mV );
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gGL.vertex3fv( v[1].mV );
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gGL.texCoord2fv( tc[3].mV );
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gGL.vertex3fv( v[3].mV );
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}
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}
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gGL.end();
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