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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@@ -390,14 +390,14 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z)
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//LLVector3 center_agent = LLSelectMgr::getInstance()->getBBoxOfSelection().getCenterAgent();
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LLVector3 center_agent = getPivotPoint();
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glPushMatrix();
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gGL.pushMatrix();
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{
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glTranslatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]);
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gGL.translatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]);
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F32 angle_radians, x, y, z;
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grid_rot.getAngleAxis(&angle_radians, &x, &y, &z);
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glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
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gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
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F32 region_size = LLWorld::getInstance()->getRegionWidthInMeters();
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@@ -434,7 +434,7 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z)
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}
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LLUI::setLineWidth(1.0f);
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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void LLManip::renderXYZ(const LLVector3 &vec)
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@@ -499,8 +499,8 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
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const LLFontGL* big_fontp = LLResMgr::getInstance()->getRes( LLFONT_SANSSERIF );
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BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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LLVector3 render_pos = pos;
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if (hud_selection)
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{
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@@ -508,7 +508,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
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F32 inv_zoom_amt = 1.f / zoom_amt;
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// scale text back up to counter-act zoom level
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render_pos = pos * zoom_amt;
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glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
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gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
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}
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// render shadow first
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@@ -519,7 +519,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
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gViewerWindow->setup3DViewport();
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hud_render_utf8text(text, render_pos, *big_fontp, LLFontGL::NORMAL, -0.5f * big_fontp->getWidthF32(text), 3.f, color, mObjectSelection->getSelectType() == SELECT_TYPE_HUD);
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glPopMatrix();
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gGL.popMatrix();
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}
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void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string& suffix, const LLColor4 &color)
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@@ -557,8 +557,8 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
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}
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BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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LLVector3 render_pos = pos;
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if (hud_selection)
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{
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@@ -566,7 +566,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
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F32 inv_zoom_amt = 1.f / zoom_amt;
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// scale text back up to counter-act zoom level
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render_pos = pos * zoom_amt;
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glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
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gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
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}
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LLColor4 shadow_color = LLColor4::black;
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@@ -591,7 +591,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
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gViewerWindow->setup3DViewport();
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hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, -0.5f * big_fontp->getWidthF32(val_string), 3.f, color, hud_selection);
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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LLColor4 LLManip::setupSnapGuideRenderPass(S32 pass)
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