LLAgentCamera transition (1/2)

This commit is contained in:
Shyotl
2011-06-07 21:35:10 -05:00
parent 278cfbdb67
commit a07e399801
89 changed files with 616 additions and 572 deletions

View File

@@ -46,6 +46,7 @@
#include "llviewerwindow.h"
#include "llnetmap.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llhoverview.h"
@@ -292,7 +293,7 @@ void LLViewerObjectList::processObjectUpdate(LLMessageSystem *mesgsys,
{
LLFastTimer t(LLFastTimer::FTM_PROCESS_OBJECTS);
LLVector3d camera_global = gAgent.getCameraPositionGlobal();
LLVector3d camera_global = gAgentCamera.getCameraPositionGlobal();
LLViewerObject *objectp;
S32 num_objects;
U32 local_id;
@@ -621,7 +622,7 @@ void LLViewerObjectList::updateApparentAngles(LLAgent &agent)
}
// Focused
objectp = gAgent.getFocusObject();
objectp = gAgentCamera.getFocusObject();
if (objectp)
{
objectp->boostTexturePriority();
@@ -1340,7 +1341,7 @@ void LLViewerObjectList::renderPickList(const LLRect& screen_rect, BOOL pick_par
gViewerWindow->renderSelections( TRUE, pick_parcel_wall, FALSE );
//fix for DEV-19335. Don't pick hud objects when customizing avatar (camera mode doesn't play nice with nametags).
if (!gAgent.cameraCustomizeAvatar())
if (!gAgentCamera.cameraCustomizeAvatar())
{
// render pickable ui elements, like names, etc.
LLHUDObject::renderAllForSelect();