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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@@ -131,11 +131,11 @@ void gl_state_for_2d(S32 width, S32 height)
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F32 window_width = (F32) width;//gViewerWindow->getWindowWidth();
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F32 window_height = (F32) height;//gViewerWindow->getWindowHeight();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.loadIdentity();
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gGL.ortho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.loadIdentity();
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stop_glerror();
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}
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@@ -169,7 +169,7 @@ void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, S32 pixe
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bottom += LLFontGL::sCurOrigin.mY;
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top += LLFontGL::sCurOrigin.mY;
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glLoadIdentity();
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gGL.loadIdentity();
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gl_rect_2d(llfloor((F32)left * LLUI::sGLScaleFactor.mV[VX]) - pixel_offset,
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llfloor((F32)top * LLUI::sGLScaleFactor.mV[VY]) + pixel_offset,
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llfloor((F32)right * LLUI::sGLScaleFactor.mV[VX]) + pixel_offset,
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@@ -1630,7 +1630,7 @@ void LLUI::popMatrix()
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//static
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void LLUI::loadIdentity()
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{
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glLoadIdentity();
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gGL.loadIdentity();
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LLFontGL::sCurOrigin.mX = 0;
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LLFontGL::sCurOrigin.mY = 0;
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LLFontGL::sCurOrigin.mZ = 0;
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