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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@@ -430,10 +430,10 @@ F32 pulse_func(F32 t, F32 z)
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return 0.f;
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}
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t *= 3.14159f;
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t *= F_PI;
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z -= t*64.f - 256.f;
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F32 a = cosf(z*3.14159/512.f)*10.0f;
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F32 a = cosf(z*F_PI/512.f)*10.0f;
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a = llmax(a, 9.9f);
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a -= 9.9f;
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a *= 10.f;
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@@ -447,7 +447,7 @@ void draw_shockwave(F32 center_z, F32 t, S32 steps, LLColor4 color)
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return;
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}
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t *= 0.6284f/3.14159f;
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t *= 0.6284f/F_PI;
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t -= (F32) (S32) t;
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@@ -520,9 +520,10 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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{
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gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
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draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
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@@ -574,9 +575,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
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gGL.end();
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}
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//gCylinder.render(1000);
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glPopMatrix();
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}
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gGL.popMatrix();
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std::string text;
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text = llformat( "%.0f m", to_vec.magVec());
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