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:
@@ -327,9 +327,9 @@ void LLDrawPoolTerrain::renderFullShader()
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glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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//
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// detail texture 1
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@@ -339,9 +339,9 @@ void LLDrawPoolTerrain::renderFullShader()
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/// ALPHA TEXTURE COORDS 0:
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gGL.getTexUnit(1)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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// detail texture 2
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//
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@@ -351,10 +351,10 @@ void LLDrawPoolTerrain::renderFullShader()
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gGL.getTexUnit(2)->activate();
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/// ALPHA TEXTURE COORDS 1:
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(-2.f, 0.f, 0.f);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.translatef(-2.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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//
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// detail texture 3
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@@ -364,10 +364,10 @@ void LLDrawPoolTerrain::renderFullShader()
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/// ALPHA TEXTURE COORDS 2:
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gGL.getTexUnit(3)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(-1.f, 0.f, 0.f);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.translatef(-1.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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//
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// Alpha Ramp
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@@ -390,36 +390,36 @@ void LLDrawPoolTerrain::renderFullShader()
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gGL.getTexUnit(4)->activate();
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(3)->disable();
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gGL.getTexUnit(3)->activate();
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(2)->disable();
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gGL.getTexUnit(2)->activate();
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->disable();
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gGL.getTexUnit(1)->activate();
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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//----------------------------------------------------------------------------
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// Restore Texture Unit 0 defaults
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@@ -429,9 +429,9 @@ void LLDrawPoolTerrain::renderFullShader()
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gGL.getTexUnit(0)->activate();
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}
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void LLDrawPoolTerrain::renderFull4TU()
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@@ -542,9 +542,9 @@ void LLDrawPoolTerrain::renderFull4TU()
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gGL.getTexUnit(1)->activate();
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// Set the texture matrix
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(-2.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.translatef(-2.f, 0.f, 0.f);
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// Care about alpha only
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gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
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@@ -574,9 +574,9 @@ void LLDrawPoolTerrain::renderFull4TU()
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gGL.getTexUnit(3)->activate();
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// Set the texture matrix
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(-1.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.translatef(-1.f, 0.f, 0.f);
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// Set alpha texture and do lighting modulation
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gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
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@@ -594,9 +594,9 @@ void LLDrawPoolTerrain::renderFull4TU()
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gGL.getTexUnit(3)->disable();
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gGL.getTexUnit(3)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(2)->disable();
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@@ -604,17 +604,17 @@ void LLDrawPoolTerrain::renderFull4TU()
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->disable();
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gGL.getTexUnit(1)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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// Restore blend state
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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@@ -628,9 +628,9 @@ void LLDrawPoolTerrain::renderFull4TU()
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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}
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@@ -722,9 +722,9 @@ void LLDrawPoolTerrain::renderFull2TU()
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gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
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// Set the texture matrix
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(-1.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.translatef(-1.f, 0.f, 0.f);
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// Care about alpha only
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
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@@ -761,9 +761,9 @@ void LLDrawPoolTerrain::renderFull2TU()
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gGL.getTexUnit(0)->activate();
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gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
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// Set the texture matrix
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(-2.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.translatef(-2.f, 0.f, 0.f);
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// Care about alpha only
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
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@@ -801,9 +801,9 @@ void LLDrawPoolTerrain::renderFull2TU()
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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//----------------------------------------------------------------------------
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// Restore Texture Unit 0 defaults
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@@ -813,9 +813,9 @@ void LLDrawPoolTerrain::renderFull2TU()
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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}
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@@ -857,9 +857,9 @@ void LLDrawPoolTerrain::renderSimple()
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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}
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@@ -890,11 +890,11 @@ void LLDrawPoolTerrain::renderOwnership()
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// texture coordinates for pixel 256x256 is not 1,1. This makes the
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// ownership map not line up with the selection. We address this with
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// a texture matrix multiply.
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.pushMatrix();
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const F32 TEXTURE_FUDGE = 257.f / 256.f;
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glScalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
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gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
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for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
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iter != mDrawFace.end(); iter++)
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{
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@@ -903,9 +903,9 @@ void LLDrawPoolTerrain::renderOwnership()
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LLVertexBuffer::MAP_TEXCOORD0);
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}
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.popMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}
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void LLDrawPoolTerrain::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures)
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