MatrixMode sanity checks and adjustments to physics debug display (fixes a crash with that debug view, too)
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@@ -3043,6 +3043,8 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo
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void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColor4& line_color)
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{
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if(mesh.mPositions.empty() || mesh.mNormals.empty())
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return;
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gGL.diffuseColor4fv(color.mV);
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LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
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LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
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@@ -3404,6 +3406,8 @@ void renderPhysicsShapes(LLSpatialGroup* group)
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LLViewerObject* object = drawable->getVObj();
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if (object && object->getPCode() == LLViewerObject::LL_VO_SURFACE_PATCH)
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{
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gGL.pushMatrix();
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gGL.multMatrix((F32*) object->getRegion()->mRenderMatrix.mMatrix);
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//push face vertices for terrain
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for (S32 i = 0; i < drawable->getNumFaces(); ++i)
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{
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@@ -3425,6 +3429,7 @@ void renderPhysicsShapes(LLSpatialGroup* group)
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}
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}
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}
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gGL.popMatrix();
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}
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}
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}
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