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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@@ -333,8 +333,8 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
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aspect = getAspect();
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// Load camera view matrix
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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gGL.matrixMode( LLRender::MM_PROJECTION );
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gGL.loadIdentity();
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glh::matrix4f proj_mat;
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@@ -393,14 +393,14 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
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proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far);
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glLoadMatrixf(proj_mat.m);
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gGL.loadMatrix(proj_mat.m);
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for (U32 i = 0; i < 16; i++)
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{
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gGLProjection[i] = proj_mat.m[i];
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}
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glMatrixMode( GL_MODELVIEW );
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gGL.matrixMode(LLRender::MM_MODELVIEW );
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glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION);
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@@ -410,7 +410,7 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
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modelview *= glh::matrix4f(ogl_matrix);
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glLoadMatrixf(modelview.m);
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gGL.loadMatrix(modelview.m);
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if (for_selection && (width > 1 || height > 1))
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{
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@@ -439,10 +439,10 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
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/*if (gSavedSettings.getBOOL("CameraOffset"))
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{
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glMatrixMode(GL_PROJECTION);
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glTranslatef(0,0,-50);
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glRotatef(20.0,1,0,0);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.translatef(0,0,-50);
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gGL.rotatef(20.0,1,0,0);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}*/
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}
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