diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 9c563fac4..5166416a6 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -937,7 +937,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo } } } - gGL.flush(); + //gGL.flush(); if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) { @@ -1080,7 +1080,7 @@ void render_hud_attachments() glh_set_current_modelview(current_mod); } -BOOL setup_hud_matrices() +LLRect get_whole_screen_region() { LLRect whole_screen = gViewerWindow->getVirtualWindowRect(); @@ -1097,11 +1097,10 @@ BOOL setup_hud_matrices() whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWindowHeight() - (tile_y * tile_height), tile_width, tile_height); } - - return setup_hud_matrices(whole_screen); + return whole_screen; } -BOOL setup_hud_matrices(const LLRect& screen_region) +bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::matrix4f &model) { LLVOAvatar* my_avatarp = gAgent.getAvatarObject(); if (my_avatarp && my_avatarp->hasHUDAttachment()) @@ -1110,11 +1109,10 @@ BOOL setup_hud_matrices(const LLRect& screen_region) LLBBox hud_bbox = my_avatarp->getHUDBBox(); // set up transform to keep HUD objects in front of camera - glMatrixMode(GL_PROJECTION); F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f); - glh::matrix4f proj = gl_ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth); + proj = gl_ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth); proj.element(2,2) = -0.01f; - + F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect(); glh::matrix4f mat; @@ -1124,22 +1122,16 @@ BOOL setup_hud_matrices(const LLRect& screen_region) mat.set_translate( glh::vec3f(clamp_rescale((F32)screen_region.getCenterX(), 0.f, (F32)gViewerWindow->getWindowWidth(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio), clamp_rescale((F32)screen_region.getCenterY(), 0.f, (F32)gViewerWindow->getWindowHeight(), 0.5f * scale_y, -0.5f * scale_y), - 0.f)); + 0.f)); proj *= mat; - - glLoadMatrixf(proj.m); - glh_set_current_projection(proj); - - glMatrixMode(GL_MODELVIEW); - glh::matrix4f model((GLfloat*) OGL_TO_CFR_ROTATION); + + glh::matrix4f tmp_model((GLfloat*) OGL_TO_CFR_ROTATION); mat.set_scale(glh::vec3f(zoom_level, zoom_level, zoom_level)); mat.set_translate(glh::vec3f(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f)); - - model *= mat; - glLoadMatrixf(model.m); - glh_set_current_modelview(model); - + + tmp_model *= mat; + model = tmp_model; return TRUE; } else @@ -1148,7 +1140,34 @@ BOOL setup_hud_matrices(const LLRect& screen_region) } } +bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model) +{ + LLRect whole_screen = get_whole_screen_region(); + return get_hud_matrices(whole_screen, proj, model); +} +BOOL setup_hud_matrices() +{ + LLRect whole_screen = get_whole_screen_region(); + return setup_hud_matrices(whole_screen); +} + +BOOL setup_hud_matrices(const LLRect& screen_region) +{ + glh::matrix4f proj, model; + bool result = get_hud_matrices(screen_region, proj, model); + if (!result) return result; + + // set up transform to keep HUD objects in front of camera + glMatrixMode(GL_PROJECTION); + glLoadMatrixf(proj.m); + glh_set_current_projection(proj); + + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(model.m); + glh_set_current_modelview(model); + return TRUE; +} void render_ui(F32 zoom_factor, int subfield, bool tiling) { LLGLState::checkStates();