Fix some remaining callers to ui draw methods that have recently had their winding switched to CCW.
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@@ -900,9 +900,9 @@ void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor
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else
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{
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gGL.diffuseColor4fv(side_color.mV);
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gl_washer_2d(radius, radius - width, steps, side_color, side_color);
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gGL.translateUI(0.f, 0.f, width);
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gl_washer_2d(radius - width, radius, steps, side_color, side_color);
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gGL.translateUI(0.f, 0.f, width);
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gl_washer_2d(radius, radius - width, steps, side_color, side_color);
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}
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}
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gGL.popUIMatrix();
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@@ -1120,7 +1120,7 @@ void gl_segmented_rect_2d_tex(const S32 left,
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gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
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gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
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// draw top middle
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gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
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gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
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@@ -707,38 +707,29 @@ void LLNetMap::draw()
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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if (rotate_map)
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{
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LLColor4 c = map_frustum_color();
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LLColor4 c = rotate_map ? map_frustum_color() : map_frustum_rotating_color();
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gGL.begin( LLRender::TRIANGLES );
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gGL.color4fv(c.mV);
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gGL.vertex2f( ctr_x, ctr_y );
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c.mV[VW] *= .1f;
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gGL.color4fv(c.mV);
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gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
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gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
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gGL.end();
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}
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else
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{
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LLColor4 c = map_frustum_rotating_color();
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gGL.pushMatrix();
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// If we don't rotate the map, we have to rotate the frustum.
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gGL.pushMatrix();
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gGL.translatef( ctr_x, ctr_y, 0 );
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gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
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gGL.begin( LLRender::TRIANGLES );
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gGL.color4fv(c.mV);
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gGL.vertex2f( 0.f, 0.f );
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c.mV[VW] *= .1f;
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gGL.color4fv(c.mV);
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gGL.vertex2f( -half_width_pixels, far_clip_pixels );
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gGL.vertex2f( half_width_pixels, far_clip_pixels );
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gGL.end();
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gGL.popMatrix();
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gGL.translatef(ctr_x, ctr_y, 0);
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// If we don't rotate the map, we have to rotate the frustum.
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if (!rotate_map)
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{
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gGL.rotatef(atan2(LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY]) * RAD_TO_DEG, 0.f, 0.f, -1.f);
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}
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gGL.begin( LLRender::TRIANGLES );
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gGL.color4fv(c.mV);
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gGL.vertex2f( 0, 0 );
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c.mV[VW] *= .1f;
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gGL.color4fv(c.mV);
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gGL.vertex2f( half_width_pixels, far_clip_pixels );
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gGL.vertex2f( -half_width_pixels, far_clip_pixels );
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gGL.end();
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gGL.popMatrix();
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// <exodus> Draw mouse radius
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static const LLCachedControl<LLColor4> map_avatar_rollover_color("ExodusMapRolloverCircleColor");
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gGL.color4fv((map_avatar_rollover_color()).mV);
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