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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@@ -701,24 +701,25 @@ BOOL LLImagePreviewAvatar::render()
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mNeedsUpdate = FALSE;
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LLVOAvatar* avatarp = mDummyAvatar;
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glMatrixMode(GL_PROJECTION);
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gGL.pushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.pushMatrix();
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glLoadIdentity();
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gGL.loadIdentity();
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gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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gGL.loadIdentity();
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LLGLSUIDefault def;
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gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
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gl_rect_2d_simple( mFullWidth, mFullHeight );
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glMatrixMode(GL_PROJECTION);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.popMatrix();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.popMatrix();
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gGL.flush();
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@@ -880,23 +881,23 @@ BOOL LLImagePreviewSculpted::render()
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LLGLEnable cull(GL_CULL_FACE);
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LLGLDepthTest depth(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.pushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
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gGL.loadIdentity();
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gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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glLoadIdentity();
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gGL.loadIdentity();
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gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
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gl_rect_2d_simple( mFullWidth, mFullHeight );
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glMatrixMode(GL_PROJECTION);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.popMatrix();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.popMatrix();
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glClear(GL_DEPTH_BUFFER_BIT);
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