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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@@ -77,9 +77,9 @@ void LLDrawPoolGround::render(S32 pass)
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LLGLSquashToFarClip far_clip(glh_get_current_projection());
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F32 water_height = gAgent.getRegion()->getWaterHeight();
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glPushMatrix();
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gGL.pushMatrix();
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LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
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glTranslatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));
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gGL.translatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));
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LLFace *facep = mDrawFace[0];
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@@ -88,6 +88,6 @@ void LLDrawPoolGround::render(S32 pass)
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LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor());
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facep->renderIndexed();
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glPopMatrix();
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gGL.popMatrix();
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}
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