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:
Shyotl
2011-11-21 15:55:44 -06:00
parent 1cf367aae5
commit 83e8a9076b
63 changed files with 1266 additions and 1134 deletions

View File

@@ -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);