Combine renderPhysicsDisplay code loops, but don't actually fix any bugs X3
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@@ -3347,51 +3347,71 @@ void renderPhysicsShapes(LLSpatialGroup* group)
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for (LLSpatialGroup::OctreeNode::const_element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
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{
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LLDrawable* drawable = *i;
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LLVOVolume* volume = drawable->getVOVolume();
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if (volume && !volume->isAttachment() && volume->getPhysicsShapeType() != LLViewerObject::PHYSICS_SHAPE_NONE )
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if (!drawable)
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{
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if (!group->mSpatialPartition->isBridge())
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continue;
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}
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if (drawable->isSpatialBridge())
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{
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LLSpatialBridge* bridge = drawable->asPartition()->asBridge();
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if (bridge)
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{
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gGL.pushMatrix();
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LLVector3 trans = drawable->getRegion()->getOriginAgent();
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gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
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renderPhysicsShape(drawable, volume);
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gGL.multMatrix(bridge->mDrawable->getRenderMatrix());
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bridge->renderPhysicsShapes();
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gGL.popMatrix();
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}
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else
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{
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renderPhysicsShape(drawable, volume);
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}
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}
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else
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{
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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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LLVOVolume* volume = drawable->getVOVolume();
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if (volume && !volume->isAttachment() && volume->getPhysicsShapeType() != LLViewerObject::PHYSICS_SHAPE_NONE )
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{
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gGL.pushMatrix();
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gGL.multMatrix(object->getRegion()->mRenderMatrix);
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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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if (!group->mSpatialPartition->isBridge())
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{
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LLFace* face = drawable->getFace(i);
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if (face)
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gGL.pushMatrix();
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LLVector3 trans = drawable->getRegion()->getOriginAgent();
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gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
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renderPhysicsShape(drawable, volume);
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gGL.popMatrix();
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}
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else
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{
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renderPhysicsShape(drawable, volume);
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}
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}
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else
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{
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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(object->getRegion()->mRenderMatrix);
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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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LLVertexBuffer* buff = face->getVertexBuffer();
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if (buff)
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LLFace* face = drawable->getFace(i);
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if (face)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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LLVertexBuffer* buff = face->getVertexBuffer();
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if (buff)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
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gGL.diffuseColor3f(0.2f, 0.5f, 0.3f);
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buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
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buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
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gGL.diffuseColor3f(0.2f, 0.5f, 0.3f);
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buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
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gGL.diffuseColor3f(0.2f, 1.f, 0.3f);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
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gGL.diffuseColor3f(0.2f, 1.f, 0.3f);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
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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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gGL.popMatrix();
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}
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}
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}
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