Several gl calls now wrapped via LLRender (gGL) as prep for future changes:
glMatrixMode -> gGL.matrixMode ..GL_MODELVIEW -> LLRender::MM_MODELVIEW ..GL_POJECTION -> LLRender::MM_PROJECTION ..GL_TEXTURE -> LLRender::MM_TEXTURE glMultMatrix -> gGL.multMatrix glLoadMatrixf -> gGL.loadMatrix glPushMatrix -> gGL.pushMatrix glPopMatrix -> gGL.popMatrix glLoadIdentity -> gGL.loadIdentity glRotatef -> gGL.rotatef glTransformf -> gGL.transformf glOrtho -> gGL.ortho glColor3f -> gGL.diffuseColor3f glColor3fv -> gGL.diffuseColor3fv glColor4f -> gGL.diffuseColor4f glColor4fv -> gGL.diffuseColor4fv glColor4ubv -> gGL.diffuseColor4ubv glLightModelfv(GL_LIGHT_MODEL_AMBIENT -> gGL.
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@@ -279,10 +279,10 @@ void LLCubeMap::setMatrix(S32 stage)
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LLMatrix4 trans(mat3);
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trans.transpose();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadMatrixf((F32 *)trans.mMatrix);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.pushMatrix();
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gGL.loadMatrix((F32 *)trans.mMatrix);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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/*if (stage > 0)
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{
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@@ -298,9 +298,9 @@ void LLCubeMap::restoreMatrix()
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{
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gGL.getTexUnit(mMatrixStage)->activate();
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}
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.popMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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/*if (mMatrixStage > 0)
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{
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