Fix winding issues with various ui draw methods. Face culling is actually disabled during ui rendering, but it's still good to do winding correctly regardless. Also automated tri strip batching.
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@@ -945,15 +945,15 @@ void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4&
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.begin( LLRender::TRIANGLE_STRIP );
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gGL.begin( LLRender::TRIANGLE_STRIP );
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{
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steps += 1; // An extra step to close the circle.
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while( steps-- )
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{
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gGL.color4fv(inner_color.mV);
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gGL.vertex2f(x2, y2);
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gGL.color4fv(outer_color.mV);
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gGL.vertex2f( x1, y1 );
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gGL.color4fv(inner_color.mV);
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gGL.vertex2f( x2, y2 );
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F32 x1_new = x1 * COS_DELTA - y1 * SIN_DELTA;
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y1 = x1 * SIN_DELTA + y1 * COS_DELTA;
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@@ -986,10 +986,10 @@ void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians,
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steps += 1; // An extra step to close the circle.
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while( steps-- )
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{
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gGL.color4fv(inner_color.mV);
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gGL.vertex2f(x2, y2);
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gGL.color4fv(outer_color.mV);
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gGL.vertex2f( x1, y1 );
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gGL.color4fv(inner_color.mV);
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gGL.vertex2f( x2, y2 );
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F32 x1_new = x1 * COS_DELTA - y1 * SIN_DELTA;
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y1 = x1 * SIN_DELTA + y1 * COS_DELTA;
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@@ -1042,31 +1042,33 @@ void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LL
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void gl_rect_2d_simple_tex( S32 width, S32 height )
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{
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gGL.begin( LLRender::TRIANGLE_STRIP );
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{
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gGL.texCoord2f(0.f, 1.f);
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gGL.vertex2i(0, height);
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gGL.texCoord2f(0.f, 0.f);
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gGL.vertex2i(0, 0);
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gGL.texCoord2f(0.f, 1.f);
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gGL.vertex2i(0, height);
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gGL.texCoord2f(1.f, 0.f);
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gGL.vertex2i(width, 0);
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gGL.texCoord2f(1.f, 1.f);
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gGL.vertex2i(width, height);
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gGL.texCoord2f(1.f, 0.f);
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gGL.vertex2i(width, 0);
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}
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gGL.end();
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}
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void gl_rect_2d_simple( S32 width, S32 height )
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void gl_rect_2d_simple(S32 width, S32 height)
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{
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gGL.begin( LLRender::TRIANGLES);
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertex2i(0, height);
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gGL.vertex2i(0, 0);
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gGL.vertex2i(0, height);
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gGL.vertex2i(width, 0);
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gGL.vertex2i(width, 0);
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gGL.vertex2i(0, height);
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gGL.vertex2i(width, height);
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gGL.vertex2i(width, height);
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gGL.vertex2i(0, 0);
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gGL.vertex2i(width, 0);
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}
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gGL.end();
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}
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@@ -1132,13 +1134,10 @@ void gl_segmented_rect_2d_tex(const S32 left,
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gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
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gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
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// draw degenerate
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gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
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gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
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gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
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gGL.vertex2fv((height_vec - border_height_top).mV);
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}
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gGL.end();
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gGL.begin(LLRender::TRIANGLE_STRIP);
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{
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// draw left
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gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
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gGL.vertex2fv((height_vec - border_height_top).mV);
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@@ -1166,12 +1165,10 @@ void gl_segmented_rect_2d_tex(const S32 left,
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gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
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gGL.vertex2fv((width_vec + border_height_bottom).mV);
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// draw degenerate
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gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
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gGL.vertex2fv((width_vec + border_height_bottom).mV);
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gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
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gGL.vertex2fv(border_height_bottom.mV);
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}
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gGL.end();
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gGL.begin(LLRender::TRIANGLE_STRIP);
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{
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// draw bottom left
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gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
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gGL.vertex2fv(border_height_bottom.mV);
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@@ -1249,10 +1246,10 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
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LLVector2 x_min;
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LLVector2 x_max;
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gGL.begin(LLRender::TRIANGLE_STRIP);
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{
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if (start_fragment < middle_start)
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{
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gGL.begin(LLRender::TRIANGLE_STRIP);
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u_min = (start_fragment / middle_start) * border_uv_scale.mV[VX];
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u_max = llmin(end_fragment / middle_start, 1.f) * border_uv_scale.mV[VX];
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x_min = (start_fragment / middle_start) * border_width_left;
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@@ -1284,22 +1281,14 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
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gGL.texCoord2f(u_max, 1.f);
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gGL.vertex2fv((x_max + height_vec).mV);
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gGL.end();
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}
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if (end_fragment > middle_start || start_fragment < middle_end)
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{
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if (start_fragment < middle_start)
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{
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gGL.texCoord2f(u_max, 1.f);
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gGL.vertex2fv((x_max + height_vec).mV);
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}
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gGL.begin(LLRender::TRIANGLE_STRIP);
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x_min = border_width_left + ((llclamp(start_fragment, middle_start, middle_end) - middle_start)) * width_vec;
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x_max = border_width_left + ((llclamp(end_fragment, middle_start, middle_end) - middle_start)) * width_vec;
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if (start_fragment < middle_start)
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{
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gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
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gGL.vertex2fv(x_min.mV);
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}
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// draw bottom middle
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gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
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@@ -1328,31 +1317,18 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
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gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
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gGL.vertex2fv((x_max + height_vec).mV);
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gGL.end();
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}
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if (end_fragment > middle_end)
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{
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if (end_fragment > middle_start || start_fragment < middle_end)
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{
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gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
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gGL.vertex2fv((x_max + height_vec).mV);
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}
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else if (start_fragment < middle_start)
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{
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gGL.texCoord2f(u_max, 1.f);
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gGL.vertex2fv((x_max + height_vec).mV);
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}
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gGL.begin(LLRender::TRIANGLE_STRIP);
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u_min = 1.f - ((1.f - llmax(0.f, (start_fragment - middle_end) / middle_start)) * border_uv_scale.mV[VX]);
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u_max = 1.f - ((1.f - ((end_fragment - middle_end) / middle_start)) * border_uv_scale.mV[VX]);
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x_min = width_vec - ((1.f - llmax(0.f, (start_fragment - middle_end) / middle_start)) * border_width_right);
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x_max = width_vec - ((1.f - ((end_fragment - middle_end) / middle_start)) * border_width_right);
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if (end_fragment > middle_start || start_fragment < middle_end || start_fragment < middle_start)
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{
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gGL.texCoord2f(u_min, 0.f);
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gGL.vertex2fv((x_min).mV);
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}
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// draw bottom right
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gGL.texCoord2f(u_min, 0.f);
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gGL.vertex2fv((x_min).mV);
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@@ -1379,9 +1355,9 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
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gGL.texCoord2f(u_max, 1.f);
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gGL.vertex2fv((x_max + height_vec).mV);
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gGL.end();
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}
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}
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gGL.end();
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gGL.popUIMatrix();
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}
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@@ -1417,13 +1393,10 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
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gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
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gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
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// draw degenerate
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gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
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gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
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gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
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gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
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}
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gGL.end();
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gGL.begin(LLRender::TRIANGLE_STRIP);
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{
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// draw left
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gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
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gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
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@@ -1451,12 +1424,10 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
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gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
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gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
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// draw degenerate
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gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
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gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
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gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
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gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
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}
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gGL.end();
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gGL.begin(LLRender::TRIANGLE_STRIP);
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{
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// draw bottom left
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gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
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gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
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