Missed some glRotatef -> gGL.rotatef conversions.
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@@ -1186,7 +1186,7 @@ void rotate_quat(LLQuaternion& rotation)
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{
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F32 angle_radians, x, y, z;
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rotation.getAngleAxis(&angle_radians, &x, &y, &z);
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glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
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gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
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}
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void flush_glerror()
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@@ -665,7 +665,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
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F32 offset_x = F32(width/2);
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F32 offset_y = F32(height/2);
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gGL.translatef( offset_x, offset_y, 0.f);
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glRotatef( degrees, 0.f, 0.f, 1.f );
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gGL.rotatef( degrees, 0.f, 0.f, 1.f );
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gGL.translatef( -offset_x, -offset_y, 0.f );
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}
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@@ -246,7 +246,7 @@ void LLViewBorder::drawTextureTrapezoid( F32 degrees, S32 width, S32 length, F32
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gGL.pushMatrix();
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{
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gGL.translatef(start_x, start_y, 0.f);
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glRotatef( degrees, 0, 0, 1 );
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gGL.rotatef( degrees, 0, 0, 1 );
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gGL.begin(LLRender::QUADS);
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{
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@@ -1533,7 +1533,7 @@ void LLManipTranslate::renderSnapGuides()
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F32 x,y,z,angle_radians;
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grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
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gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
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glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
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gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
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F32 sz = mGridSizeMeters;
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F32 tiles = sz;
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@@ -1741,7 +1741,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
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F32 x,y,z,angle_radians;
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grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
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gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
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glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
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gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
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F32 sz = mGridSizeMeters;
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F32 tiles = sz;
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@@ -1878,7 +1878,7 @@ void LLManipTranslate::renderTranslationHandles()
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F32 angle_radians, x, y, z;
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grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
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glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
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gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
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LLQuaternion invRotation = grid_rotation;
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invRotation.conjQuat();
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@@ -236,7 +236,7 @@ void LLNetMap::draw()
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{
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// rotate subsequent draws to agent rotation
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rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
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glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
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gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
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}
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// figure out where agent is
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@@ -497,7 +497,7 @@ void LLNetMap::draw()
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// If we don't rotate the map, we have to rotate the frustum.
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gGL.pushMatrix();
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gGL.translatef( ctr_x, ctr_y, 0 );
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glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
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gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
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gGL.begin( LLRender::TRIANGLES );
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gGL.vertex2f( 0, 0 );
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gGL.vertex2f( -half_width_pixels, far_clip_pixels );
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@@ -1155,7 +1155,7 @@ void LLWorldMapView::drawFrustum()
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// Since we don't rotate the map, we have to rotate the frustum.
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gGL.pushMatrix();
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gGL.translatef( ctr_x, ctr_y, 0 );
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glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
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gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
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// Draw triangle with more alpha in far pixels to make it
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// fade out in distance.
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@@ -250,7 +250,7 @@ void setup_transforms_bbox(LLBBox bbox)
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// gGL has no rotate method (despite having translate and scale) presumably because
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// its authors smoke crack. so we hack.
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gGL.flush();
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glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
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gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
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// scale
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LLVector3 scale = bbox.getMaxLocal() - bbox.getMinLocal();
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