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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@@ -81,6 +81,7 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
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{
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shader->bind();
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shader->setMinimumAlpha(0.5f);
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gGL.diffuseColor4f(1,1,1,1);
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}
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else
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{
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@@ -202,7 +203,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
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U32 indices_drawn = 0;
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
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iter != mDrawFace.end(); iter++)
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@@ -233,14 +234,14 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
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}
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gGLLastMatrix = NULL;
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glLoadMatrixf(gGLModelView);
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//glPushMatrix();
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gGL.loadMatrix(gGLModelView);
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//gGL.pushMatrix();
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LLMatrix4 matrix(gGLModelView);
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// Translate to tree base HACK - adjustment in Z plants tree underground
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const LLVector3 &pos_agent = treep->getPositionAgent();
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//glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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//gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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LLMatrix4 trans_mat;
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trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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trans_mat *= matrix;
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@@ -311,7 +312,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
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indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
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}
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//glPopMatrix();
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//gGL.popMatrix();
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}
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}
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}
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