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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@@ -117,21 +117,21 @@ void LLDrawPoolSky::render(S32 pass)
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LLGLDisable clip(GL_CLIP_PLANE0);
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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], origin.mV[2]);
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gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
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S32 face_count = (S32)mDrawFace.size();
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LLVertexBuffer::unbind();
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glColor4f(1,1,1,1);
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gGL.diffuseColor4f(1,1,1,1);
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for (S32 i = 0; i < llmin(6, face_count); ++i)
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{
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renderSkyCubeFace(i);
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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void LLDrawPoolSky::renderSkyCubeFace(U8 side)
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@@ -149,9 +149,10 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side)
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if (LLSkyTex::doInterpolate())
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{
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LLGLEnable blend(GL_BLEND);
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mSkyTex[side].bindTexture(FALSE);
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glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
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gGL.diffuseColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
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face.renderIndexed();
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}
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}
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