I suppose actually including llvoavatar.cpp would help too...
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@@ -1799,10 +1799,10 @@ void LLVOAvatar::renderCollisionVolumes()
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{
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{
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std::ostringstream ostr;
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std::ostringstream ostr;
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LLGLDepthTest gls_depth(GL_FALSE);
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LLGLDepthTest gls_depth(GL_FALSE);
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for (S32 i = 0; i < mNumCollisionVolumes; i++)
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for (S32 i = 0; i < (S32)mCollisionVolumes.size(); i++)
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{
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{
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mCollisionVolumes[i].renderCollision();
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mCollisionVolumes[i]->renderCollision();
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ostr << mCollisionVolumes[i].getName() << ", ";
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ostr << mCollisionVolumes[i]->getName() << ", ";
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}
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}
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if (mNameText.notNull())
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if (mNameText.notNull())
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@@ -1920,11 +1920,11 @@ BOOL LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&
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if (lineSegmentBoundingBox(start, end))
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if (lineSegmentBoundingBox(start, end))
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{
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{
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for (S32 i = 0; i < mNumCollisionVolumes; ++i)
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for (S32 i = 0; i < (S32)mCollisionVolumes.size(); ++i)
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{
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{
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mCollisionVolumes[i].updateWorldMatrix();
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mCollisionVolumes[i]->updateWorldMatrix();
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const LLMatrix4a& mat = mCollisionVolumes[i].getXform()->getWorldMatrix();
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const LLMatrix4a& mat = mCollisionVolumes[i]->getXform()->getWorldMatrix();
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LLMatrix4a inverse = mat;
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LLMatrix4a inverse = mat;
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inverse.invert();
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inverse.invert();
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LLMatrix4a norm_mat = inverse;
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LLMatrix4a norm_mat = inverse;
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