Hooked up underlying material fetching mechanism and added material-related structures. Not integrated into rendering pipeline.
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@@ -840,6 +840,7 @@ void LLSelectMgr::addAsFamily(std::vector<LLViewerObject*>& objects, BOOL add_to
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if (objectp->getNumTEs() > 0)
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{
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nodep->selectAllTEs(TRUE);
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objectp->setAllTESelected(true);
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}
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else
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{
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@@ -897,10 +898,12 @@ void LLSelectMgr::addAsIndividual(LLViewerObject *objectp, S32 face, BOOL undoab
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else if (face == SELECT_ALL_TES)
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{
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nodep->selectAllTEs(TRUE);
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objectp->setAllTESelected(true);
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}
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else if (0 <= face && face < SELECT_MAX_TES)
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{
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nodep->selectTE(face, TRUE);
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objectp->setTESelected(face, true);
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}
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else
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{
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@@ -1124,6 +1127,7 @@ LLObjectSelectionHandle LLSelectMgr::selectHighlightedObjects()
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// flag this object as selected
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objectp->setSelected(TRUE);
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objectp->setAllTESelected(true);
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mSelectedObjects->mSelectType = getSelectTypeForObject(objectp);
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@@ -1351,6 +1355,7 @@ void LLSelectMgr::remove(LLViewerObject *objectp, S32 te, BOOL undoable)
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if (nodep->isTESelected(te))
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{
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nodep->selectTE(te, FALSE);
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objectp->setTESelected(te, false);
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}
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else
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{
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