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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@@ -115,9 +115,9 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
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glProjectf(render_pos, gGLModelView, gGLProjection, world_view_rect, window_coordinates);
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//fonts all render orthographically, set up projection``
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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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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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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LLUI::pushMatrix();
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@@ -127,7 +127,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
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winX -= world_view_rect.mLeft;
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winY -= world_view_rect.mBottom;
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LLUI::loadIdentity();
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glLoadIdentity();
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gGL.loadIdentity();
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LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f));
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F32 right_x;
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@@ -135,7 +135,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
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LLUI::popMatrix();
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gGL.popMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.popMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}
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