Fix for blend func being screwed up at init.
Fix for avatar appearance editor drawing hair in the background.master
parent
bd10ded1da
commit
b8739946be
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@ -763,8 +763,8 @@ LLRender::LLRender()
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mCurrAlphaFunc = CF_DEFAULT;
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mCurrAlphaFuncVal = 0.01f;
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mCurrBlendSFactor = BF_SOURCE_ALPHA;
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mCurrBlendDFactor = BF_ONE_MINUS_SOURCE_ALPHA;
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mCurrBlendSFactor = BF_ONE;
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mCurrBlendDFactor = BF_ZERO;
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}
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LLRender::~LLRender()
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@ -710,19 +710,19 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
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v = LLVector3(offset_x, offset_y, 0.f) * quat;
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gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
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gGL.vertex2i(v.mV[0], v.mV[1] );
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gGL.vertex2f(v.mV[0], v.mV[1] );
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v = LLVector3(-offset_x, offset_y, 0.f) * quat;
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gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
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gGL.vertex2i(v.mV[0], v.mV[1] );
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gGL.vertex2f(v.mV[0], v.mV[1] );
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v = LLVector3(-offset_x, -offset_y, 0.f) * quat;
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gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
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gGL.vertex2i(v.mV[0], v.mV[1] );
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gGL.vertex2f(v.mV[0], v.mV[1] );
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v = LLVector3(offset_x, -offset_y, 0.f) * quat;
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gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
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gGL.vertex2i(v.mV[0], v.mV[1] );
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gGL.vertex2f(v.mV[0], v.mV[1] );
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}
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gGL.end();
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gGL.popUIMatrix();
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@ -7452,7 +7452,7 @@
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>1</integer>
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<integer>0</integer>
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</map>
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<key>RenderUseFarClip</key>
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<map>
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@ -688,6 +688,9 @@ BOOL LLImagePreviewAvatar::render()
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mNeedsUpdate = FALSE;
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LLVOAvatar* avatarp = mDummyAvatar;
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gGL.pushUIMatrix();
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gGL.loadUIIdentity();
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glMatrixMode(GL_PROJECTION);
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gGL.pushMatrix();
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glLoadIdentity();
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@ -696,6 +699,7 @@ BOOL LLImagePreviewAvatar::render()
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glMatrixMode(GL_MODELVIEW);
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gGL.pushMatrix();
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glLoadIdentity();
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LLGLSUIDefault def;
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gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
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@ -741,6 +745,7 @@ BOOL LLImagePreviewAvatar::render()
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avatarPoolp->renderAvatars(avatarp); // renders only one avatar
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}
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gGL.popUIMatrix();
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gGL.color4f(1,1,1,1);
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return TRUE;
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}
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@ -167,13 +167,16 @@ BOOL LLVisualParamHint::render()
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LLVisualParamReset::sDirty = TRUE;
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LLVOAvatar* avatarp = gAgent.getAvatarObject();
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gGL.pushUIMatrix();
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gGL.loadUIIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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gGL.pushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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gGL.pushMatrix();
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glLoadIdentity();
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LLGLSUIDefault gls_ui;
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@ -181,10 +184,10 @@ BOOL LLVisualParamHint::render()
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mBackgroundp->draw(0, 0, mFullWidth, mFullHeight);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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gGL.popMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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gGL.popMatrix();
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mNeedsUpdate = FALSE;
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mIsVisible = TRUE;
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@ -247,6 +250,7 @@ BOOL LLVisualParamHint::render()
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mVisualParam->setWeight(mLastParamWeight, FALSE);
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gGL.color4f(1,1,1,1);
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mGLTexturep->setGLTextureCreated(true);
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gGL.popUIMatrix();
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return TRUE;
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}
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