Remove all QUADS usage. Replaced with TRIANGLES and TRIANGLE_STRIP. May do another pass and replace un-textured TRIANGLE_STRIPs with TRIANGLES to reduce flush calls.
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@@ -260,7 +260,7 @@ class mediaPluginTest : public LLPluginClassMediaOwner
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glEnable( GL_TEXTURE_2D );
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glColor3f( 1.0f, 1.0f, 1.0f );
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glBegin( GL_QUADS );
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glBegin( GL_TRIANGLE_STRIP );
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if(mAppTextureCoordsOpenGL)
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{
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// Render the texture as per opengl coords (where 0,0 is at the lower left)
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@@ -270,11 +270,11 @@ class mediaPluginTest : public LLPluginClassMediaOwner
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glTexCoord2d( 0 , media_texture_y );
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glVertex2d( 0, mAppWindowHeight);
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glTexCoord2d(media_texture_x, 0);
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glVertex2d(mAppWindowWidth, 0);
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glTexCoord2d( media_texture_x, media_texture_y );
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glVertex2d( mAppWindowWidth , mAppWindowHeight);
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glTexCoord2d( media_texture_x, 0 );
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glVertex2d( mAppWindowWidth, 0 );
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}
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else
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{
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@@ -285,11 +285,11 @@ class mediaPluginTest : public LLPluginClassMediaOwner
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glTexCoord2d( 0 , 0 );
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glVertex2d( 0, mAppWindowHeight);
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glTexCoord2d(media_texture_x, media_texture_y);
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glVertex2d(mAppWindowWidth, 0);
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glTexCoord2d( media_texture_x, 0 );
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glVertex2d( mAppWindowWidth , mAppWindowHeight);
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glTexCoord2d( media_texture_x, media_texture_y );
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glVertex2d( mAppWindowWidth, 0 );
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}
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glEnd();
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