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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@@ -332,7 +332,7 @@ void LLWorldMapView::draw()
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{
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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// Clear the background alpha to 0
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gGL.flush();
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@@ -1696,7 +1696,7 @@ void LLWorldMapView::drawTrackingCircle( const LLRect& rect, S32 x, S32 y, const
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end_theta -= angle_adjust_y;
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}
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glMatrixMode(GL_MODELVIEW);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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gGL.translatef((F32)x, (F32)y, 0.f);
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gl_washer_segment_2d(inner_radius, outer_radius, start_theta, end_theta, 40, color, color);
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