Fixed numerous bugs.
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@@ -490,7 +490,6 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
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gGL.getTexUnit(0)->bind(image, true);
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gGL.color4fv(color.mV);
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gGL.diffuseColor4fv(color.mV); //workaround: Intel HD 4000
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const S32 NUM_VERTICES = (2 + 2 * 3) * 3 + 4;
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LLVector2 uv[NUM_VERTICES];
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@@ -894,12 +893,11 @@ void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor
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if( render_center )
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{
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gGL.color4fv(center_color.mV);
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gGL.diffuseColor4fv(center_color.mV);
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gl_deep_circle( radius, width, steps );
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}
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else
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{
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gGL.diffuseColor4fv(side_color.mV);
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gGL.color4fv(side_color.mV);
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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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@@ -1520,8 +1518,7 @@ void LLRender2D::setScaleFactor(const LLVector2 &scale_factor)
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//static
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void LLRender2D::setLineWidth(F32 width)
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{
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gGL.flush();
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glLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f));
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gGL.setLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f));
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}
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//static
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