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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@@ -231,12 +231,12 @@ void LLManipScale::render()
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if( canAffectSelection() )
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{
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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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if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
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{
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F32 zoom = gAgentCamera.mHUDCurZoom;
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glScalef(zoom, zoom, zoom);
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gGL.scalef(zoom, zoom, zoom);
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}
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////////////////////////////////////////////////////////////////////////
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@@ -288,14 +288,14 @@ void LLManipScale::render()
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LLVector3 pos_agent = bbox.getPositionAgent();
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LLQuaternion rot = bbox.getRotation();
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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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{
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glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]);
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gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]);
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F32 angle_radians, x, y, z;
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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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{
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@@ -317,13 +317,13 @@ void LLManipScale::render()
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glPolygonOffset( 0.f, 0.f);
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}
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}
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glPopMatrix();
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gGL.popMatrix();
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if (mManipPart != LL_NO_PART)
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{
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renderSnapGuides(bbox);
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}
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glPopMatrix();
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gGL.popMatrix();
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renderXYZ(bbox.getExtentLocal());
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}
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@@ -733,17 +733,17 @@ void LLManipScale::renderEdges( const LLBBox& bbox )
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LLVector3 direction = edgeToUnitVector( part );
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LLVector3 center_to_edge = unitVectorToLocalBBoxExtent( direction, bbox );
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glPushMatrix();
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gGL.pushMatrix();
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{
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glTranslatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] );
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gGL.translatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] );
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conditionalHighlight( part );
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glScalef(
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gGL.scalef(
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direction.mV[0] ? edge_width : extent.mV[VX],
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direction.mV[1] ? edge_width : extent.mV[VY],
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direction.mV[2] ? edge_width : extent.mV[VZ] );
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gBox.render();
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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}
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@@ -780,13 +780,13 @@ void LLManipScale::renderBoxHandle( F32 x, F32 y, F32 z )
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLGLDepthTest gls_depth(GL_FALSE);
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glPushMatrix();
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gGL.pushMatrix();
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{
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glTranslatef( x, y, z );
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glScalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize );
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gGL.translatef( x, y, z );
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gGL.scalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize );
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gBox.render();
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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@@ -802,16 +802,16 @@ void LLManipScale::renderAxisHandle( const LLVector3& start, const LLVector3& en
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LLVector3 delta = end - offset_start;
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LLVector3 pos = offset_start + 0.5f * delta;
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glPushMatrix();
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gGL.pushMatrix();
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{
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glTranslatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] );
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glScalef(
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gGL.translatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] );
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gGL.scalef(
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mBoxHandleSize + llabs(delta.mV[VX]),
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mBoxHandleSize + llabs(delta.mV[VY]),
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mBoxHandleSize + llabs(delta.mV[VZ]));
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gBox.render();
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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else
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{
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