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.
This commit is contained in:
Shyotl
2011-11-21 15:55:44 -06:00
parent 1cf367aae5
commit 83e8a9076b
63 changed files with 1266 additions and 1134 deletions

View File

@@ -389,7 +389,7 @@ BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
{
glColor4fv(color.mV);
gGL.diffuseColor4fv(color.mV);
}
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
@@ -399,7 +399,7 @@ void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a)
{
glColor4f(r,g,b,a);
gGL.diffuseColor4f(r,g,b,a);
}
@@ -462,10 +462,10 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
glLoadMatrixf(gGLModelView);
gGL.loadMatrix(gGLModelView);
if (params.mModelMatrix)
{
glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);
gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix);
}
gPipeline.mMatrixOpCount++;
}
@@ -499,8 +499,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
@@ -524,8 +524,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
if (tex_setup)
{
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}