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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@@ -145,7 +145,7 @@ void LLProgressView::draw()
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static LLTimer timer;
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// Paint bitmap if we've got one
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glPushMatrix();
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gGL.pushMatrix();
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if (gStartTexture)
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{
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LLGLSUIDefault gls_ui;
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@@ -158,13 +158,13 @@ void LLProgressView::draw()
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// stretch image to maintain aspect ratio
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if (image_aspect > view_aspect)
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{
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glTranslatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f);
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glScalef(image_aspect / view_aspect, 1.f, 1.f);
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gGL.translatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f);
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gGL.scalef(image_aspect / view_aspect, 1.f, 1.f);
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}
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else
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{
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glTranslatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f);
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glScalef(1.f, view_aspect / image_aspect, 1.f);
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gGL.translatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f);
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gGL.scalef(1.f, view_aspect / image_aspect, 1.f);
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}
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gl_rect_2d_simple_tex( getRect().getWidth(), getRect().getHeight() );
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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@@ -175,7 +175,7 @@ void LLProgressView::draw()
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gGL.color4f(0.f, 0.f, 0.f, 1.f);
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gl_rect_2d(getRect());
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}
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glPopMatrix();
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gGL.popMatrix();
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// Handle fade-in animation
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if (mFadeTimer.getStarted())
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