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.
This commit is contained in:
Shyotl
2011-11-21 15:55:44 -06:00
parent 1cf367aae5
commit 83e8a9076b
63 changed files with 1266 additions and 1134 deletions

View File

@@ -132,7 +132,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// //----------------------------------------------------------------
// // push matrix stack
// //----------------------------------------------------------------
// glPushMatrix();
// gGL.pushMatrix();
// //----------------------------------------------------------------
// // render the bone to my parent
@@ -146,8 +146,8 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// // offset to joint position and
// // rotate to our orientation
// //----------------------------------------------------------------
// glLoadIdentity();
// glMultMatrixf( &getWorldMatrix().mMatrix[0][0] );
// gGL.loadIdentity();
// gGL.multMatrix( &getWorldMatrix().mMatrix[0][0] );
// //----------------------------------------------------------------
// // render joint axes
@@ -239,7 +239,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// //----------------------------------------------------------------
// // pop matrix stack
// //----------------------------------------------------------------
// glPopMatrix();
// gGL.popMatrix();
// }
@@ -352,7 +352,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// F32 boneSize = 0.02f;
// // rotate to point to child (bone direction)
// glPushMatrix();
// gGL.pushMatrix();
// LLVector3 boneX = getPosition();
// F32 length = boneX.normVec();
@@ -368,7 +368,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// rotateMat.setFwdRow( boneX );
// rotateMat.setLeftRow( boneY );
// rotateMat.setUpRow( boneZ );
// glMultMatrixf( &rotateMat.mMatrix[0][0] );
// gGL.multMAtrix( &rotateMat.mMatrix[0][0] );
// // render the bone
// gGL.color3f( 0.5f, 0.5f, 0.0f );
@@ -394,7 +394,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// gGL.end();
// // restore matrix
// glPopMatrix();
// gGL.popMatrix();
// }
//--------------------------------------------------------------------
@@ -547,7 +547,7 @@ void LLViewerJointCollisionVolume::renderCollision()
updateWorldMatrix();
gGL.pushMatrix();
glMultMatrixf( &mXform.getWorldMatrix().mMatrix[0][0] );
gGL.multMatrix( &mXform.getWorldMatrix().mMatrix[0][0] );
gGL.color3f( 0.f, 0.f, 1.f );