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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@@ -1472,28 +1472,28 @@ void LLScrollingPanelParam::draw()
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// Draw the hints over the "less" and "more" buttons.
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if(mHintMin)
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{
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glPushMatrix();
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gGL.pushMatrix();
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{
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const LLRect& r = mHintMin->getRect();
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F32 left = (F32)(r.mLeft + BTN_BORDER);
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F32 bot = (F32)(r.mBottom + BTN_BORDER);
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glTranslatef(left, bot, 0.f);
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gGL.translatef(left, bot, 0.f);
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mHintMin->draw();
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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if(mHintMax)
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{
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glPushMatrix();
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gGL.pushMatrix();
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{
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const LLRect& r = mHintMax->getRect();
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F32 left = (F32)(r.mLeft + BTN_BORDER);
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F32 bot = (F32)(r.mBottom + BTN_BORDER);
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glTranslatef(left, bot, 0.f);
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gGL.translatef(left, bot, 0.f);
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mHintMax->draw();
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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