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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@@ -1027,6 +1027,15 @@ void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
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glScalef(x,y,z);
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}
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void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar)
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{
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glOrtho(left, right, bottom, top, zNear, zFar);
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}
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void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z)
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{
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glRotatef(a,x,y,z);
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}
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void LLRender::pushMatrix()
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{
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flush();
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@@ -1039,6 +1048,38 @@ void LLRender::popMatrix()
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glPopMatrix();
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}
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void LLRender::loadMatrix(const GLfloat* m)
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{
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glLoadMatrixf(m);
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}
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void LLRender::multMatrix(const GLfloat* m)
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{
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glMultMatrixf(m);
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}
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void LLRender::matrixMode(U32 mode)
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{
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static GLenum modes[] =
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{
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GL_MODELVIEW,
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GL_PROJECTION,
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GL_TEXTURE,
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GL_TEXTURE,
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GL_TEXTURE,
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GL_TEXTURE,
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GL_TEXTURE,
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GL_TEXTURE,
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};
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glMatrixMode(modes[mode]);
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}
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void LLRender::loadIdentity()
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{
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glLoadIdentity();
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}
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void LLRender::setColorMask(bool writeColor, bool writeAlpha)
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{
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setColorMask(writeColor, writeColor, writeColor, writeAlpha);
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@@ -1209,6 +1250,11 @@ LLLightState* LLRender::getLight(U32 index)
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return NULL;
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}
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void LLRender::setAmbientLightColor(const LLColor4& color)
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{
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
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}
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bool LLRender::verifyTexUnitActive(U32 unitToVerify)
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{
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if (mCurrTextureUnitIndex == unitToVerify)
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@@ -1506,6 +1552,31 @@ void LLRender::color3fv(const GLfloat* c)
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color4f(c[0],c[1],c[2],1);
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}
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void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
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{
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glColor3f(r,g,b);
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}
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void LLRender::diffuseColor3fv(const F32* c)
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{
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glColor3fv(c);
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}
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void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
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{
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glColor4f(r,g,b,a);
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}
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void LLRender::diffuseColor4fv(const F32* c)
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{
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glColor4fv(c);
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}
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void LLRender::diffuseColor4ubv(const U8* c)
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{
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glColor4ubv(c);
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}
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void LLRender::debugTexUnits(void)
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{
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LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL;
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