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