diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 6fe318ef2a..82cce6fe8b 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1516,10 +1516,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) LLGLEnable blend(GL_BLEND); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - // save current world matrix - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - LLColor4 avatar_color = LLNetMap::getAvatarColor(avatarp->getID()); gGL.diffuseColor4f(avatar_color.mV[VRED], avatar_color.mV[VGREEN], avatar_color.mV[VBLUE], avatar_color.mV[VALPHA]); glLineWidth(2.0f); @@ -1527,14 +1523,8 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) LLQuaternion rot = avatarp->getRotationRegion(); LLVector3 pos = avatarp->getPositionAgent(); LLVector3 size = avatarp->getScale(); - - // *NOTE: Tried this so I wouldn't have to duplcate code, but I didn't find a way to rotate - // the matrix by "rot" so the drawBoxOutline function would do the right thing. So - // I settled for copying the code and rotating the 4 corner points individually. -Zi - // gGL.translatef(pos.mV[VX],pos.mV[VY],pos.mV[VZ]); - // gGL.rotatef(rot.mQ[VS]*RAD_TO_DEG,rot.mQ[VX],rot.mQ[VY],rot.mQ[VZ]); - // drawBoxOutline(LLVector3::zero,size/2.0); - // // drawBoxOutline partly copied from llspatialpartition.cpp below + + // drawBoxOutline partly copied from llspatialpartition.cpp below // set up and rotate hitbox to avatar orientation, half the avatar scale in either direction LLVector3 v1 = size.scaledVec(LLVector3( 0.5f, 0.5f, 0.5f)) * rot; @@ -1581,9 +1571,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) gGL.end(); - // restore world matrix - gGL.popMatrix(); - // unload debug shader if (LLGLSLShader::sNoFixedFunction) {