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:
@@ -224,7 +224,7 @@ void LLDrawPoolWater::render(S32 pass)
|
||||
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
|
||||
}
|
||||
|
||||
glColor4fv(water_color.mV);
|
||||
gGL.diffuseColor4fv(water_color.mV);
|
||||
|
||||
// Automatically generate texture coords for detail map
|
||||
glEnable(GL_TEXTURE_GEN_S); //texture unit 1
|
||||
@@ -280,15 +280,15 @@ void LLDrawPoolWater::render(S32 pass)
|
||||
gSky.mVOSkyp->getCubeMap()->enable(0);
|
||||
gSky.mVOSkyp->getCubeMap()->bind();
|
||||
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
gGL.matrixMode(LLRender::MM_TEXTURE);
|
||||
gGL.loadIdentity();
|
||||
LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
|
||||
LLMatrix4 camera_rot(camera_mat.getMat3());
|
||||
camera_rot.invert();
|
||||
|
||||
glLoadMatrixf((F32 *)camera_rot.mMatrix);
|
||||
gGL.loadMatrix((F32 *)camera_rot.mMatrix);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
||||
LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
|
||||
|
||||
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
|
||||
@@ -315,9 +315,9 @@ void LLDrawPoolWater::render(S32 pass)
|
||||
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
gGL.matrixMode(LLRender::MM_TEXTURE);
|
||||
gGL.loadIdentity();
|
||||
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
||||
|
||||
}
|
||||
|
||||
@@ -628,7 +628,7 @@ void LLDrawPoolWater::shade()
|
||||
water_color.mV[3] = 0.9f;
|
||||
}
|
||||
|
||||
glColor4fv(water_color.mV);
|
||||
gGL.diffuseColor4fv(water_color.mV);
|
||||
|
||||
{
|
||||
LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
|
||||
|
||||
Reference in New Issue
Block a user