Changed some GL matricies to single precision.
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@@ -270,9 +270,9 @@ void LLCubeMap::setMatrix(S32 stage)
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gGL.getTexUnit(stage)->activate();
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}
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LLVector3 x(LLVector3d(gGLModelView+0));
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LLVector3 y(LLVector3d(gGLModelView+4));
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LLVector3 z(LLVector3d(gGLModelView+8));
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LLVector3 x(gGLModelView+0);
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LLVector3 y(gGLModelView+4);
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LLVector3 z(gGLModelView+8);
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LLMatrix3 mat3;
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mat3.setRows(x,y,z);
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@@ -44,11 +44,12 @@
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LLRender gGL;
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// Handy copies of last good GL matrices
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F64 gGLModelView[16];
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F64 gGLLastModelView[16];
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F64 gGLLastProjection[16];
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F64 gGLProjection[16];
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S32 gGLViewport[4];
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//Would be best to migrate these to LLMatrix4a and LLVector4a, but that's too divergent right now.
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LL_ALIGN_16(F32 gGLModelView[16]);
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LL_ALIGN_16(F32 gGLLastModelView[16]);
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LL_ALIGN_16(F32 gGLLastProjection[16]);
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LL_ALIGN_16(F32 gGLProjection[16]);
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LL_ALIGN_16(S32 gGLViewport[4]);
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U32 LLTexUnit::sWhiteTexture = 0;
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@@ -408,10 +408,10 @@ private:
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F32 mMaxAnisotropy;
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};
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extern F64 gGLModelView[16];
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extern F64 gGLLastModelView[16];
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extern F64 gGLLastProjection[16];
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extern F64 gGLProjection[16];
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extern F32 gGLModelView[16];
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extern F32 gGLLastModelView[16];
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extern F32 gGLLastProjection[16];
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extern F32 gGLProjection[16];
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extern S32 gGLViewport[4];
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extern LLRender gGL;
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