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

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