Fixed issues with ring rendering on mini and world map when ui scale was not exactly 1.0
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@@ -132,8 +132,6 @@ LLNetMap::LLNetMap(const std::string& name) :
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mClosestAgentToCursor(),
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mPopupMenu(NULL)
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{
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mPixelsPerMeter = mScale / REGION_WIDTH_METERS;
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mDotRadius = llmax(DOT_SCALE * mPixelsPerMeter, MIN_DOT_RADIUS);
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setScale(gSavedSettings.getF32("MiniMapScale"));
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LLUICtrlFactory::getInstance()->buildPanel(this, "panel_mini_map.xml");
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@@ -763,9 +761,6 @@ LLVector3 LLNetMap::globalPosToView(const LLVector3d& global_pos)
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LLVector3 pos_local;
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pos_local.setVec(relative_pos_global); // convert to floats from doubles
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// <FS:CR> Aurora Sim
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mPixelsPerMeter = mScale / REGION_WIDTH_METERS;
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// </FS:CR> Aurora Sim
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pos_local.mV[VX] *= mPixelsPerMeter;
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pos_local.mV[VY] *= mPixelsPerMeter;
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// leave Z component in meters
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@@ -786,17 +781,12 @@ LLVector3 LLNetMap::globalPosToView(const LLVector3d& global_pos)
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void LLNetMap::drawRing(const F32 radius, const LLVector3 pos_map, const LLColor4& color)
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{
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// <FS:CR> Aurora Sim
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F32 meters_to_pixels = mScale / LLWorld::getInstance()->getRegionWidthInMeters();
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//F32 meters_to_pixels = mScale / REGION_WIDTH_METERS;
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// </FS:CR> Aurora Sim
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F32 radius_pixels = radius * meters_to_pixels;
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F32 radius_pixels = radius * mPixelsPerMeter;
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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gGL.translatef((F32)pos_map.mV[VX], (F32)pos_map.mV[VY], 0.f);
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gl_ring(radius_pixels, WIDTH_PIXELS, color, color, CIRCLE_STEPS, FALSE);
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gGL.popMatrix();
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gGL.pushUIMatrix();
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gGL.translateUI(pos_map.mV[VX], pos_map.mV[VY], 0.f);
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gl_washer_2d(radius_pixels, radius_pixels-WIDTH_PIXELS, CIRCLE_STEPS, color, color);
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gGL.popUIMatrix();
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}
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void LLNetMap::drawTracking(const LLVector3d& pos_global, const LLColor4& color,
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