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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@@ -389,7 +389,7 @@ BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
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void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
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{
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glColor4fv(color.mV);
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gGL.diffuseColor4fv(color.mV);
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}
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void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
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@@ -399,7 +399,7 @@ void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
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void LLFacePool::LLOverrideFaceColor::setColor(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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gGL.diffuseColor4f(r,g,b,a);
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}
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@@ -462,10 +462,10 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
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if (params.mModelMatrix != gGLLastMatrix)
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{
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gGLLastMatrix = params.mModelMatrix;
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glLoadMatrixf(gGLModelView);
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gGL.loadMatrix(gGLModelView);
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if (params.mModelMatrix)
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{
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glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);
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gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix);
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}
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gPipeline.mMatrixOpCount++;
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}
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@@ -499,8 +499,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
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{
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tex_setup = true;
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gGL.getTexUnit(0)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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}
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}
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@@ -524,8 +524,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
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if (tex_setup)
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{
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}
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}
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