Migration to LLMatrix4a instead of glh::matrix4f
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@@ -540,7 +540,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
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{
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LLGLEnable offset(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.f, -1.f);
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gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
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gGL.multMatrix(volume->getRelativeXform().getF32ptr());
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const LLVolumeFace& vol_face = rigged->getVolumeFace(getTEOffset());
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// Singu Note: Implementation changed to utilize a VBO, avoiding fixed functions unless required
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@@ -808,14 +808,14 @@ bool less_than_max_mag(const LLVector4a& vec)
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}
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BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
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const LLMatrix4& mat_vert_in, BOOL global_volume)
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const LLMatrix4a& mat_vert_in, BOOL global_volume)
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{
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//get bounding box
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if (mDrawablep->isState(LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION | LLDrawable::REBUILD_RIGGED))
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{
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//VECTORIZE THIS
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LLMatrix4a mat_vert;
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mat_vert.loadu(mat_vert_in);
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const LLMatrix4a& mat_vert = mat_vert_in;
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//mat_vert.loadu(mat_vert_in);
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LLVector4a min,max;
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@@ -1202,7 +1202,7 @@ static LLFastTimer::DeclareTimer FTM_FACE_TEX_QUICK_PLANAR("Quick Planar");
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BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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const S32 &f,
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const LLMatrix4& mat_vert_in, const LLMatrix3& mat_norm_in,
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const LLMatrix4a& mat_vert_in, const LLMatrix4a& mat_norm_in,
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const U16 &index_offset,
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bool force_rebuild)
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{
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@@ -1350,8 +1350,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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}
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}
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LLMatrix4a mat_normal;
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mat_normal.loadu(mat_norm_in);
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const LLMatrix4a& mat_normal = mat_norm_in;
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F32 r = 0, os = 0, ot = 0, ms = 0, mt = 0, cos_ang = 0, sin_ang = 0;
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bool do_xform = false;
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@@ -1410,7 +1409,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr;
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gGL.pushMatrix();
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gGL.loadMatrix((GLfloat*) mat_vert_in.mMatrix);
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gGL.loadMatrix(mat_vert_in.getF32ptr());
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if (rebuild_pos)
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{
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@@ -1937,8 +1936,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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mVertexBuffer->getVertexStrider(vert, mGeomIndex, mGeomCount, map_range);
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LLMatrix4a mat_vert;
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mat_vert.loadu(mat_vert_in);
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const LLMatrix4a& mat_vert = mat_vert_in;
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F32* dst = (F32*) vert.get();
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F32* end_f32 = dst+mGeomCount*4;
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