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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@@ -469,7 +469,7 @@ void LLGLTexMemBar::draw()
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color = (total_mem < llfloor(max_total_mem * texmem_lower_bound_scale)) ? LLColor4::green :
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(total_mem < max_total_mem) ? LLColor4::yellow : LLColor4::red;
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color[VALPHA] = .75f;
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glColor4fv(color.mV);
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gGL.diffuseColor4f(color.mV);
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gl_rect_2d(left, top, right, bottom); // red/yellow/green
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@@ -492,7 +492,7 @@ void LLGLTexMemBar::draw()
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color = (bound_mem < llfloor(max_bound_mem * texmem_lower_bound_scale)) ? LLColor4::green :
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(bound_mem < max_bound_mem) ? LLColor4::yellow : LLColor4::red;
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color[VALPHA] = .75f;
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glColor4fv(color.mV);
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gGL.diffuseColor4f(color.mV);
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gl_rect_2d(left, top, right, bottom);
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#else
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