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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@@ -500,14 +500,15 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
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gGL.pushMatrix();
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if (mDrawablep->isActive())
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{
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glMultMatrixf((GLfloat*)mDrawablep->getRenderMatrix().mMatrix);
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gGL.multMatrix((GLfloat*)mDrawablep->getRenderMatrix().mMatrix);
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}
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else
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{
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glMultMatrixf((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix);
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gGL.multMatrix((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix);
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}
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glColor4fv(color.mV);
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gGL.diffuseColor4fv(color.mV);
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#if MESH_ENABLED
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if (mDrawablep->isState(LLDrawable::RIGGED))
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{
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@@ -519,7 +520,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
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{
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LLGLEnable offset(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.f, -1.f);
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glMultMatrixf((F32*) volume->getRelativeXform().mMatrix);
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gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
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const LLVolumeFace& vol_face = rigged->getVolumeFace(getTEOffset());
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LLVertexBuffer::unbind();
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glVertexPointer(3, GL_FLOAT, 16, vol_face.mPositions);
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@@ -567,17 +568,17 @@ void LLFace::renderSelectedUV()
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// add green dither pattern on top of red/blue gradient
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gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_ONE);
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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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// make green pattern repeat once per texel in red/blue texture
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glScalef(256.f, 256.f, 1.f);
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glMatrixMode(GL_MODELVIEW);
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gGL.scalef(256.f, 256.f, 1.f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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renderSelected(green_imagep, LLColor4::white);
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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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gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
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}
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*/
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@@ -1953,7 +1954,7 @@ void LLFace::renderSetColor() const
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{
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const LLColor4* color = &(getRenderColor());
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glColor4fv(color->mV);
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gGL.diffuseColor4fv(color->mV);
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}
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}
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@@ -1983,10 +1984,10 @@ S32 LLFace::renderElements(const U16 *index_array) const
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}
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else
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{
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glPushMatrix();
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glMultMatrixf((float*)getRenderMatrix().mMatrix);
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gGL.pushMatrix();
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gGL.multMatrix((float*)getRenderMatrix().mMatrix);
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ret = pushVertices(index_array);
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glPopMatrix();
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gGL.popMatrix();
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}
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return ret;
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