Migration to LLMatrix4a instead of glh::matrix4f
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@@ -767,8 +767,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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LLGLState::checkTextureChannels();
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LLGLState::checkClientArrays();
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glh::matrix4f proj = glh_get_current_projection();
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glh::matrix4f mod = glh_get_current_modelview();
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const LLMatrix4a& proj = glh_get_current_projection();
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const LLMatrix4a& mod = glh_get_current_modelview();
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glViewport(0,0,512,512);
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LLVOAvatar::updateFreezeCounter() ;
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@@ -780,9 +780,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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glh_set_current_projection(proj);
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glh_set_current_modelview(mod);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.loadMatrix(proj.m);
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gGL.loadMatrix(proj.getF32ptr());
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.loadMatrix(mod.m);
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gGL.loadMatrix(mod.getF32ptr());
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gViewerWindow->setup3DViewport();
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LLGLState::checkStates();
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@@ -1143,8 +1143,8 @@ void render_hud_attachments()
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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glh::matrix4f current_proj = glh_get_current_projection();
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glh::matrix4f current_mod = glh_get_current_modelview();
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const LLMatrix4a saved_proj = glh_get_current_projection();
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const LLMatrix4a saved_mod = glh_get_current_modelview();
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// clamp target zoom level to reasonable values
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// gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f);
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@@ -1240,8 +1240,8 @@ void render_hud_attachments()
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.popMatrix();
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glh_set_current_projection(current_proj);
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glh_set_current_modelview(current_mod);
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glh_set_current_projection(saved_proj);
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glh_set_current_modelview(saved_mod);
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}
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LLRect get_whole_screen_region()
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@@ -1316,17 +1316,22 @@ BOOL setup_hud_matrices()
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BOOL setup_hud_matrices(const LLRect& screen_region)
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{
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glh::matrix4f proj, model;
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bool result = get_hud_matrices(screen_region, proj, model);
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glh::matrix4f P, M;
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bool result = get_hud_matrices(screen_region, P, M);
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if (!result) return result;
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LLMatrix4a proj;
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proj.loadu(P.m);
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LLMatrix4a model;
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model.loadu(M.m);
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// set up transform to keep HUD objects in front of camera
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.loadMatrix(proj.m);
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gGL.loadMatrix(proj.getF32ptr());
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glh_set_current_projection(proj);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.loadMatrix(model.m);
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gGL.loadMatrix(model.getF32ptr());
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glh_set_current_modelview(model);
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return TRUE;
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}
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@@ -1337,13 +1342,13 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
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{
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LLGLState::checkStates();
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glh::matrix4f saved_view = glh_get_current_modelview();
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const LLMatrix4a saved_view = glh_get_current_modelview();
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if (!gSnapshot)
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{
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gGL.pushMatrix();
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gGL.loadMatrix(gGLLastModelView.getF32ptr());
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glh_set_current_modelview(glh::matrix4f(gGLLastModelView.getF32ptr()));
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glh_set_current_modelview(gGLLastModelView);
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}
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{
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