Massive deferred update...
Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
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@@ -586,7 +586,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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}
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}
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gViewerWindow->setupViewport();
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gViewerWindow->setup3DViewport();
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gPipeline.resetFrameStats(); // Reset per-frame statistics.
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if (!gDisconnected)
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@@ -619,6 +619,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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gPipeline.createObjects(max_geom_update_time);
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gPipeline.processPartitionQ();
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gPipeline.updateGeom(max_geom_update_time);
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stop_glerror();
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gPipeline.updateGL();
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stop_glerror();
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@@ -731,7 +732,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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glLoadMatrixf(proj.m);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(mod.m);
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gViewerWindow->setupViewport();
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gViewerWindow->setup3DViewport();
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LLGLState::checkStates();
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LLGLState::checkTextureChannels();
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@@ -886,7 +887,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
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{
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gPipeline.mDeferredScreen.bindTarget();
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glClearColor(0,0,0,0);
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glClearColor(1,0,1,1);
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gPipeline.mDeferredScreen.clear();
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}
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else if(!tiling)
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