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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@@ -901,7 +901,7 @@ void LLVOTree::updateMesh()
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// Translate to tree base HACK - adjustment in Z plants tree underground
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const LLVector3 &pos_agent = getPositionAgent();
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//glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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//gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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LLMatrix4 trans_mat;
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trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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trans_mat *= matrix;
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@@ -1183,7 +1183,7 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
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scale_mat.mMatrix[2][2] = scale*length;
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scale_mat *= matrix;
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glLoadMatrixf((F32*) scale_mat.mMatrix);
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gGL.loadMatrix((F32*) scale_mat.mMatrix);
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glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]);
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gPipeline.addTrianglesDrawn(LEAF_INDICES/3);
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stop_glerror();
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@@ -1233,7 +1233,7 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
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scale_mat *= matrix;
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glLoadMatrixf((F32*) scale_mat.mMatrix);
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gGL.loadMatrix((F32*) scale_mat.mMatrix);
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glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
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gPipeline.addTrianglesDrawn(LEAF_INDICES/3);
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stop_glerror();
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@@ -1254,19 +1254,19 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
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scale_mat *= matrix;
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glMatrixMode(GL_TEXTURE);
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glTranslatef(0.0, -0.5, 0.0);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.translatef(0.0, -0.5, 0.0);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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glLoadMatrixf((F32*) scale_mat.mMatrix);
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gGL.loadMatrix((F32*) scale_mat.mMatrix);
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glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
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gPipeline.addTrianglesDrawn(LEAF_INDICES/3);
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stop_glerror();
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ret += LEAF_INDICES;
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}
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return ret;
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