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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@@ -151,16 +151,15 @@ BOOL LLVisualParamHint::needsRender()
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void LLVisualParamHint::preRender(BOOL clear_depth)
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{
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LLVOAvatar* avatarp = gAgentAvatarp;
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mLastParamWeight = avatarp->getVisualParamWeight(mVisualParam);
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avatarp->setVisualParamWeight(mVisualParam, mVisualParamWeight);
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avatarp->setVisualParamWeight("Blink_Left", 0.f);
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avatarp->setVisualParamWeight("Blink_Right", 0.f);
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avatarp->updateComposites();
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avatarp->updateVisualParams();
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avatarp->updateGeometry(avatarp->mDrawable);
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avatarp->updateLOD();
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mLastParamWeight = mVisualParam->getWeight();
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//mWearablePtr->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight, FALSE);
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gAgentAvatarp->setVisualParamWeight(mVisualParam->getID(), mVisualParamWeight, FALSE);
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gAgentAvatarp->setVisualParamWeight("Blink_Left", 0.f);
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gAgentAvatarp->setVisualParamWeight("Blink_Right", 0.f);
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gAgentAvatarp->updateComposites();
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gAgentAvatarp->updateVisualParams();
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gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable);
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gAgentAvatarp->updateLOD();
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LLViewerDynamicTexture::preRender(clear_depth);
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}
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@@ -173,24 +172,24 @@ BOOL LLVisualParamHint::render()
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LLVisualParamReset::sDirty = TRUE;
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LLVOAvatar* avatarp = gAgentAvatarp;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.pushMatrix();
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gGL.loadIdentity();
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gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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gGL.loadIdentity();
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LLGLSUIDefault gls_ui;
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//LLGLState::verify(TRUE);
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mBackgroundp->draw(0, 0, mFullWidth, mFullHeight);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.popMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.popMatrix();
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mNeedsUpdate = FALSE;
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mIsVisible = TRUE;
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@@ -211,7 +210,7 @@ BOOL LLVisualParamHint::render()
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}
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LLQuaternion avatar_rotation;
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LLJoint* root_joint = avatarp->getRootJoint();
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LLJoint* root_joint = gAgentAvatarp->getRootJoint();
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if( root_joint )
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{
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avatar_rotation = root_joint->getWorldRotation();
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@@ -239,13 +238,13 @@ BOOL LLVisualParamHint::render()
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LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight, FALSE);
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if (avatarp->mDrawable.notNull())
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if (gAgentAvatarp->mDrawable.notNull())
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{
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)gAgentAvatarp->mDrawable->getFace(0)->getPool();
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LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
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gGL.setAlphaRejectSettings(LLRender::CF_ALWAYS);
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gGL.setSceneBlendType(LLRender::BT_REPLACE);
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avatarPoolp->renderAvatars(avatarp); // renders only one avatar
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avatarPoolp->renderAvatars(gAgentAvatarp); // renders only one avatar
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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}
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@@ -304,10 +303,9 @@ BOOL LLVisualParamReset::render()
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{
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if (sDirty)
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{
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LLVOAvatar* avatarp = gAgentAvatarp;
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avatarp->updateComposites();
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avatarp->updateVisualParams();
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avatarp->updateGeometry(avatarp->mDrawable);
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gAgentAvatarp->updateComposites();
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gAgentAvatarp->updateVisualParams();
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gAgentAvatarp->updateGeometry(gAgentAvatarp->mDrawable);
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sDirty = FALSE;
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}
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