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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@@ -771,7 +771,7 @@ void LLDrawPoolBump::renderBump(U32 pass)
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LLGLDisable fog(GL_FOG);
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
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LLGLEnable blend(GL_BLEND);
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glColor4f(1,1,1,1);
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gGL.diffuseColor4f(1,1,1,1);
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/// Get rid of z-fighting with non-bump pass.
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LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -1.0f);
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@@ -1370,23 +1370,23 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
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if (mShiny)
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{
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gGL.getTexUnit(0)->activate();
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glMatrixMode(GL_TEXTURE);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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}
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else
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{
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if (!gPipeline.canUseVertexShaders())
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{
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gGL.getTexUnit(1)->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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}
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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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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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tex_setup = true;
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@@ -1423,14 +1423,14 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
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if (!gPipeline.canUseVertexShaders())
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{
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gGL.getTexUnit(1)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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}
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gGL.getTexUnit(0)->activate();
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glMatrixMode(GL_TEXTURE);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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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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