Navmesh rendering api update to ll color structs
parent
c262425bdd
commit
b73f0f103d
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@ -35,7 +35,7 @@
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//=============================================================================
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LLRenderNavPrim gRenderNav;
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//=============================================================================
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void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color ) const
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void LLRenderNavPrim::renderLLSegment( const LLVector3& start, const LLVector3& end, const LLColor4U& color ) const
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{
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LLColor4 colorA( color );
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gGL.color3fv( colorA.mV );
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@ -81,7 +81,7 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
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pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
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}
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//=============================================================================
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void LLRenderNavPrim::renderStar( const LLVector3& center, const float scale, int color ) const
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void LLRenderNavPrim::renderStar( const LLVector3& center, const float scale, const LLColor4U& color ) const
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{
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for (int k=0; k<3; k++)
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{
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@ -90,7 +90,7 @@ void LLRenderNavPrim::renderStar( const LLVector3& center, const float scale, in
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star[k] = 0.5f;
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pt1 = center + star;
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pt2 = center - star;
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renderSegment( pt1, pt2, color );
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renderLLSegment( pt1, pt2, color );
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}
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}
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//=============================================================================
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@ -40,7 +40,7 @@ class LLRenderNavPrim
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{
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public:
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//Draw a line
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void renderSegment( const LLVector3& start, const LLVector3& end, int color ) const;
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void renderLLSegment( const LLVector3& start, const LLVector3& end, const LLColor4U& color ) const;
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//Draw simple tri
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void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const;
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//Draw simple tri
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@ -48,7 +48,7 @@ public:
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//Draw the contents of vertex buffer
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void renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt );
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//Draw a star
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void renderStar( const LLVector3& center, const float scale, int color ) const;
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void renderStar( const LLVector3& center, const float scale, const LLColor4U& color ) const;
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//Flush the device
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void flushDevice() { gGL.flush(); }
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private:
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