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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@@ -421,7 +421,7 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
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}
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//gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
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glColor4f(1,1,1,1);
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if ((sShaderLevel > 0)) // for hardware blending
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{
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@@ -429,6 +429,8 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
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sVertexProgram->bind();
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enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
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}
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gGL.diffuseColor4f(1,1,1,1);
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}
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#if MESH_ENABLED
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else
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@@ -562,11 +564,6 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
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//reset vertex buffer mappings
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LLVertexBuffer::unbind();
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if (pass == 0)
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{ //make sure no stale colors are left over from a previous render
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glColor4f(1,1,1,1);
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}
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if (LLPipeline::sImpostorRender)
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{ //impostor render does not have impostors or rigid rendering
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pass += 2;
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@@ -613,6 +610,11 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
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break;
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#endif //MESH_ENABLED
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}
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if (pass == 0)
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{ //make sure no stale colors are left over from a previous render
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gGL.diffuseColor4f(1,1,1,1);
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}
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}
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void LLDrawPoolAvatar::endRenderPass(S32 pass)
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@@ -1638,7 +1640,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
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if (glow)
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{
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glColor4f(0,0,0,face->getTextureEntry()->getGlow());
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gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow());
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}
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gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
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@@ -1649,11 +1651,11 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
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if (face->mTextureMatrix)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix);
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buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
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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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else
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{
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