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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@@ -335,7 +335,7 @@ void LLHUDEffectPointAt::render()
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LLVector3 target = mTargetPos + mSourceObject->getRenderPosition();
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gGL.pushMatrix();
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gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]);
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glScalef(0.3f, 0.3f, 0.3f);
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gGL.scalef(0.3f, 0.3f, 0.3f);
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gGL.begin(LLRender::LINES);
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{
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gGL.color3f(1.f, 0.f, 0.f);
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