Migration to LLMatrix4a instead of glh::matrix4f
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@@ -2917,7 +2917,7 @@ void renderNormals(LLDrawable* drawablep)
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{
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LLVolume* volume = vol->getVolume();
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gGL.pushMatrix();
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gGL.multMatrix((F32*) vol->getRelativeXform().mMatrix);
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gGL.multMatrix(vol->getRelativeXform().getF32ptr());
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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@@ -3071,7 +3071,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
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LLVector3 size(0.25f,0.25f,0.25f);
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gGL.pushMatrix();
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gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
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gGL.multMatrix(volume->getRelativeXform().getF32ptr());
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if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::USER_MESH)
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{
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@@ -3683,7 +3683,7 @@ void renderRaycast(LLDrawable* drawablep)
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gGL.pushMatrix();
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gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
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gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix);
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gGL.multMatrix(vobj->getRelativeXform().getF32ptr());
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LLVector4a start, end;
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if (transform)
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