Missed some glRotatef -> gGL.rotatef conversions.
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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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