Migration to LLMatrix4a instead of glh::matrix4f

This commit is contained in:
Shyotl
2014-06-15 22:42:32 -05:00
parent 24ca32f9f7
commit 8f6a578ec0
14 changed files with 113 additions and 103 deletions

View File

@@ -2917,7 +2917,7 @@ void renderNormals(LLDrawable* drawablep)
{
LLVolume* volume = vol->getVolume();
gGL.pushMatrix();
gGL.multMatrix((F32*) vol->getRelativeXform().mMatrix);
gGL.multMatrix(vol->getRelativeXform().getF32ptr());
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -3071,7 +3071,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLVector3 size(0.25f,0.25f,0.25f);
gGL.pushMatrix();
gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
gGL.multMatrix(volume->getRelativeXform().getF32ptr());
if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::USER_MESH)
{
@@ -3683,7 +3683,7 @@ void renderRaycast(LLDrawable* drawablep)
gGL.pushMatrix();
gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix);
gGL.multMatrix(vobj->getRelativeXform().getF32ptr());
LLVector4a start, end;
if (transform)