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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@@ -532,21 +532,21 @@ void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadT
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void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
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{
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho( 0.f, (GLdouble) width, 0.f, (GLdouble) height, -1.f, 1.f );
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.pushMatrix();
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gGL.loadIdentity();
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gGL.ortho( 0.f, (GLdouble) width, 0.f, (GLdouble) height, -1.f, 1.f );
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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gGL.loadIdentity();
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}
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void LLPostProcess::viewPerspective(void)
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{
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glMatrixMode( GL_PROJECTION );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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glPopMatrix();
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gGL.matrixMode( LLRender::MM_PROJECTION );
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gGL.popMatrix();
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gGL.matrixMode( LLRender::MM_MODELVIEW );
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gGL.popMatrix();
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}
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void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
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