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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@@ -331,7 +331,8 @@ void LLDrawPoolAlpha::render(S32 pass)
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{
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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}
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glColor4f(1,0,0,1);
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gGL.diffuseColor4f(1,0,0,1);
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LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
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gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
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renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
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@@ -478,8 +479,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
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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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@@ -502,7 +503,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
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// glow doesn't use vertex colors from the mesh data
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params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
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glColor4ubv(params.mGlowColor.mV);
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gGL.diffuseColor4ubv(params.mGlowColor.mV);
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// do the actual drawing, again
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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@@ -515,8 +516,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
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if (tex_setup)
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{
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gGL.getTexUnit(0)->activate();
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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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}
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