Fix vertex windings

master
Ansariel 2017-03-10 21:31:56 +01:00
parent 148d5be8c2
commit d19b330deb
17 changed files with 186 additions and 183 deletions

View File

@ -1254,13 +1254,13 @@ void LLFontGL::renderTriangle(LLVector3* vertex_out, LLVector2* uv_out, LLColor4
index++;
vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 0.f);
uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mTop, 0.f);
uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
colors_out[index] = color;
index++;
vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mTop, 0.f);
uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 0.f);
uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
colors_out[index] = color;
index++;

View File

@ -138,8 +138,8 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(left, top);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
}
gGL.end();
@ -226,10 +226,10 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
gGL.color4fv(end_color.mV);
gGL.vertex2i(right+lines, bottom);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.vertex2i(right+lines, bottom);
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, top-lines);
gGL.color4fv(end_color.mV);
gGL.vertex2i(right+lines, bottom);
// </FS:Ansariel>
gGL.vertex2i(right+lines, top-lines);
@ -240,10 +240,10 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
gGL.color4fv(end_color.mV);
gGL.vertex2i(left+lines, bottom-lines);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.vertex2i(left+lines, bottom-lines);
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(left+lines, bottom-lines);
// </FS:Ansariel>
gGL.vertex2i(right, bottom-lines);
@ -255,10 +255,10 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
// make the bottom left corner not sharp
gGL.vertex2i(left+1, bottom-lines+1);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.vertex2i(left+1, bottom-lines+1);
gGL.color4fv(start_color.mV);
gGL.vertex2i(left+lines, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(left+1, bottom-lines+1);
// </FS:Ansariel>
gGL.vertex2i(left+lines, bottom-lines);
@ -270,10 +270,10 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
// make the rightmost corner not sharp
gGL.vertex2i(right+lines-1, bottom-lines+1);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.vertex2i(right+lines-1, bottom-lines+1);
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(right+lines-1, bottom-lines+1);
// </FS:Ansariel>
gGL.vertex2i(right+lines, bottom);
@ -285,10 +285,10 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
// make the corner not sharp
gGL.vertex2i( right+lines-1, top-1 );
// <FS:Ansariel> Remove QUADS rendering mode
gGL.vertex2i( right+lines-1, top-1 );
gGL.color4fv(start_color.mV);
gGL.vertex2i( right, top-lines );
gGL.color4fv(end_color.mV);
gGL.vertex2i( right+lines-1, top-1 );
// </FS:Ansariel>
gGL.vertex2i( right, top );
@ -558,13 +558,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
@ -585,13 +585,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
@ -612,13 +612,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
@ -639,13 +639,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
@ -666,13 +666,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
@ -693,13 +693,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
@ -720,13 +720,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mTop);
@ -747,13 +747,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
@ -774,13 +774,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
@ -867,13 +867,13 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
index++;
// <FS:Ansariel> Remove QUADS rendering mode
uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
index++;
uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
index++;
uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
index++;
// </FS:Ansariel>
uv[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
@ -946,12 +946,12 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
gGL.vertex2f(v3.mV[0], v3.mV[1] );
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2f(v3.mV[0], v3.mV[1] );
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2f(v1.mV[0], v1.mV[1] );
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2f(v3.mV[0], v3.mV[1] );
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2f(v4.mV[0], v4.mV[1] );
}
@ -1273,12 +1273,12 @@ void gl_rect_2d_simple_tex( S32 width, S32 height )
gGL.vertex2i(0, 0);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2i(width, height);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(width, 0);
}
@ -1301,6 +1301,7 @@ void gl_rect_2d_simple( S32 width, S32 height )
gGL.vertex2i(0, height);
gGL.vertex2i(0, 0);
gGL.vertex2i(width, height);
gGL.vertex2i(0, 0);
gGL.vertex2i(width, 0);
gGL.vertex2i( width, height );
@ -1363,11 +1364,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2f(0.f, 0.f);
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
// </FS:Ansariel>
gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
@ -1384,11 +1385,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv(border_width_left.mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
// </FS:Ansariel>
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
@ -1405,11 +1406,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((width_vec + border_height_bottom).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv((width_vec - border_width_right).mV);
gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + border_height_bottom).mV);
// </FS:Ansariel>
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
@ -1426,11 +1427,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
gGL.vertex2fv(border_height_bottom.mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
// </FS:Ansariel>
gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
@ -1447,11 +1448,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
// </FS:Ansariel>
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
@ -1468,11 +1469,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
// </FS:Ansariel>
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
@ -1489,11 +1490,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((border_width_left + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((border_width_left + height_vec).mV);
gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((height_vec - border_height_top).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((border_width_left + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(0.f, 1.f);
@ -1510,11 +1511,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
@ -1531,11 +1532,11 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.vertex2fv((width_vec + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2fv((width_vec + height_vec).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2fv((width_vec + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
@ -1615,11 +1616,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + border_height_bottom).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(u_min, 0.f);
gGL.vertex2fv(x_min.mV);
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
// </FS:Ansariel>
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
@ -1636,11 +1637,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
// </FS:Ansariel>
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
@ -1657,11 +1658,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(u_min, 1.f);
@ -1684,11 +1685,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + border_height_bottom).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv(x_min.mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
// </FS:Ansariel>
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
@ -1705,11 +1706,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
// </FS:Ansariel>
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
@ -1726,11 +1727,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
@ -1755,11 +1756,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + border_height_bottom).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(u_min, 0.f);
gGL.vertex2fv((x_min).mV);
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
// </FS:Ansariel>
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
@ -1776,11 +1777,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
// </FS:Ansariel>
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
@ -1797,11 +1798,11 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.vertex2fv((x_max + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(u_min, 1.f);
@ -1834,11 +1835,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom);
gGL.vertex3f(0.f, 0.f, 0.f);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
@ -1855,11 +1856,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
@ -1876,11 +1877,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV);
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
@ -1897,11 +1898,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
@ -1918,11 +1919,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
@ -1939,11 +1940,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
@ -1960,11 +1961,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(clip_rect.mLeft, clip_rect.mTop);
@ -1981,11 +1982,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
@ -2002,11 +2003,11 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((width_vec + height_vec).mV);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((width_vec + height_vec).mV);
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((width_vec + height_vec).mV);
// </FS:Ansariel>
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);

View File

@ -571,8 +571,8 @@ void LLStatBar::draw()
gGL.vertex2f((F32)bar_rect.mRight - offset, min);
gGL.vertex2f((F32)bar_rect.mRight - offset - 1, min);
gGL.vertex2f((F32)bar_rect.mRight - offset - 1, min);
gGL.vertex2f((F32)bar_rect.mRight - offset, max);
gGL.vertex2f((F32)bar_rect.mRight - offset - 1, min);
gGL.vertex2f((F32)bar_rect.mRight - offset - 1, max);
// </FS:Ansariel>
}
@ -587,8 +587,8 @@ void LLStatBar::draw()
gGL.vertex2f(min, (F32)bar_rect.mBottom + offset);
gGL.vertex2f(max, (F32)bar_rect.mBottom + offset);
gGL.vertex2f(max, (F32)bar_rect.mBottom + offset);
gGL.vertex2f(min, (F32)bar_rect.mBottom + offset + 1);
gGL.vertex2f(max, (F32)bar_rect.mBottom + offset);
gGL.vertex2f(max, (F32)bar_rect.mBottom + offset + 1 );
// </FS:Ansariel>
}

View File

@ -98,10 +98,10 @@ void LLBox::renderface(S32 which_face)
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3fv(&mVertex[ faces[which_face][2] ][0]);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3fv(&mVertex[ faces[which_face][2] ][0]);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv(&mVertex[ faces[which_face][0] ][0]);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3fv(&mVertex[ faces[which_face][2] ][0]);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex3fv(&mVertex[ faces[which_face][3] ][0]);
}

View File

@ -551,10 +551,10 @@ void LLFloaterBvhPreview::draw()
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex2i(PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT);
}

View File

@ -305,10 +305,10 @@ void LLFloaterImagePreview::draw()
gGL.texCoord2f(mPreviewImageRect.mRight, mPreviewImageRect.mBottom);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
gGL.texCoord2f(mPreviewImageRect.mRight, mPreviewImageRect.mBottom);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
gGL.texCoord2f(mPreviewImageRect.mLeft, mPreviewImageRect.mTop);
gGL.vertex2i(PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT + PREVIEW_VPAD);
gGL.texCoord2f(mPreviewImageRect.mRight, mPreviewImageRect.mBottom);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
gGL.texCoord2f(mPreviewImageRect.mRight, mPreviewImageRect.mTop);
gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT + PREVIEW_VPAD);
}

View File

@ -590,8 +590,8 @@ void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 hei
gGL.vertex3f(x2, y2, z2);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.vertex3f(x2, y2, z2);
gGL.vertex3f(x1, y1, z);
gGL.vertex3f(x2, y2, z2);
// </FS:Ansariel>
// <FS:Ansariel> FIRE-10546: Show parcel boundary up to max. build level
@ -642,11 +642,11 @@ void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 hei
gGL.vertex3f(x2, y2, z);
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f);
gGL.vertex3f(x2, y2, z);
gGL.texCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f);
gGL.vertex3f(x1, y1, z1);
gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f);
gGL.vertex3f(x2, y2, z);
// </FS:Ansariel>
gGL.texCoord2f(tex_coord1*0.5f+0.5f, z*0.5f);

View File

@ -98,10 +98,10 @@ void LLHUDEffectBlob::render()
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv((-v_scale + u_scale).mV);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv((-v_scale + u_scale).mV);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3fv((v_scale - u_scale).mV);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv((-v_scale + u_scale).mV);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3fv((v_scale + u_scale).mV);
}

View File

@ -190,10 +190,10 @@ void LLHUDIcon::renderIcon(BOOL for_select)
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv(lower_right.mV);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv(lower_right.mV);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3fv(upper_left.mV);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv(lower_right.mV);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3fv(upper_right.mV);
}

View File

@ -617,12 +617,12 @@ void LLJoystickCameraRotate::drawRotatedImage( LLPointer<LLUIImage> image, S32 r
gGL.vertex2i(0, 0);
gGL.texCoord2fv( uv[ (rotations + 2) % 4]);
gGL.vertex2i(0, 0);
gGL.texCoord2fv( uv[ (rotations + 0) % 4]);
gGL.vertex2i(scaledWidth, scaledHeight );
gGL.texCoord2fv( uv[ (rotations + 2) % 4]);
gGL.vertex2i(0, 0);
gGL.texCoord2fv( uv[ (rotations + 3) % 4]);
gGL.vertex2i(scaledWidth, 0);
}

View File

@ -896,11 +896,11 @@ void LLMediaCtrl::draw()
gGL.vertex2i( x_offset, y_offset );
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f( 0.f, max_v );
gGL.vertex2i( x_offset, y_offset );
gGL.texCoord2f( max_u, 0.f );
gGL.vertex2i( x_offset + width, y_offset + height );
gGL.texCoord2f( 0.f, max_v );
gGL.vertex2i( x_offset, y_offset );
// </FS:Ansariel>
gGL.texCoord2f( max_u, max_v );
@ -919,11 +919,11 @@ void LLMediaCtrl::draw()
gGL.vertex2i( x_offset, y_offset );
// <FS:Ansariel> Remove QUADS rendering mode
gGL.texCoord2f( 0.f, 0.f );
gGL.vertex2i( x_offset, y_offset );
gGL.texCoord2f( max_u, max_v );
gGL.vertex2i( x_offset + width, y_offset + height );
gGL.texCoord2f( 0.f, 0.f );
gGL.vertex2i( x_offset, y_offset );
// </FS:Ansariel>
gGL.texCoord2f( max_u, 0.f );

View File

@ -326,12 +326,12 @@ void LLSnapshotLivePreview::draw()
gGL.vertex2i(0, 0);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(uv_width, uv_height);
gGL.vertex2i(rect.getWidth(), rect.getHeight() );
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(uv_width, 0.f);
gGL.vertex2i(rect.getWidth(), 0);
}
@ -409,10 +409,11 @@ void LLSnapshotLivePreview::draw()
gGL.color4f(1.f, 1.f, 1.f, SHINE_OPACITY);
gGL.vertex2i(x2 + gViewerWindow->getWindowWidthScaled(), y2);
gGL.vertex2i(x2 + gViewerWindow->getWindowWidthScaled(), y2);
gGL.vertex2i(x2, y1);
gGL.color4f(1.f, 1.f, 1.f, 0.f);
gGL.vertex2i(x1, y1);
gGL.color4f(1.f, 1.f, 1.f, SHINE_OPACITY);
gGL.vertex2i(x2 + gViewerWindow->getWindowWidthScaled(), y2);
gGL.vertex2i(x2, y1);
gGL.color4f(1.f, 1.f, 1.f, SHINE_OPACITY);
@ -421,10 +422,11 @@ void LLSnapshotLivePreview::draw()
gGL.color4f(1.f, 1.f, 1.f, 0.f);
gGL.vertex2i(x3 + gViewerWindow->getWindowWidthScaled(), y2);
gGL.vertex2i(x3 + gViewerWindow->getWindowWidthScaled(), y2);
gGL.vertex2i(x3, y1);
gGL.color4f(1.f, 1.f, 1.f, SHINE_OPACITY);
gGL.vertex2i(x2, y1);
gGL.color4f(1.f, 1.f, 1.f, 0.f);
gGL.vertex2i(x3 + gViewerWindow->getWindowWidthScaled(), y2);
gGL.vertex2i(x3, y1);
}
gGL.end();
// </FS:Ansariel>
@ -533,12 +535,12 @@ void LLSnapshotLivePreview::draw()
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(uv_width, uv_height);
gGL.vertex2i(rect.getWidth(), rect.getHeight() );
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(uv_width, 0.f);
gGL.vertex2i(rect.getWidth(), 0);
}

View File

@ -302,10 +302,10 @@ void LLVisualParamHint::draw(F32 alpha)
gGL.texCoord2i(1, 0);
gGL.vertex2i(mFullWidth, 0);
gGL.texCoord2i(1, 0);
gGL.vertex2i(mFullWidth, 0);
gGL.texCoord2i(0, 1);
gGL.vertex2i(0, mFullHeight);
gGL.texCoord2i(1, 0);
gGL.vertex2i(mFullWidth, 0);
gGL.texCoord2i(1, 1);
gGL.vertex2i(mFullWidth, mFullHeight);
}

View File

@ -104,8 +104,8 @@ U32 LLViewerJointAttachment::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_
gGL.vertex3f(-0.1f, -0.1f, 0.f);
gGL.vertex3f(0.1f, -0.1f, 0.f);
gGL.vertex3f(0.1f, -0.1f, 0.f);
gGL.vertex3f(-0.1f, 0.1f, 0.f);
gGL.vertex3f(0.1f, -0.1f, 0.f);
gGL.vertex3f(0.1f, 0.1f, 0.f);
}
gGL.end();

View File

@ -5101,10 +5101,10 @@ U32 LLVOAvatar::renderImpostor(LLColor4U color, S32 diffuse_channel)
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3fv((pos - left + up).mV);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3fv((pos - left + up).mV);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex3fv((pos + left - up).mV);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3fv((pos - left + up).mV);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3fv((pos + left + up).mV);
}

View File

@ -439,8 +439,8 @@ void LLWorldMapView::draw()
gGL.vertex2f(left, bottom);
gGL.vertex2f(right, bottom);
gGL.vertex2f(right, bottom);
gGL.vertex2f(left, top);
gGL.vertex2f(right, bottom);
gGL.vertex2f(right, top);
}
gGL.end();
@ -513,10 +513,10 @@ void LLWorldMapView::draw()
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3f(right, bottom, -0.5f);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3f(right, bottom, -0.5f);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3f(left, top, -0.5f);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3f(right, bottom, -0.5f);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3f(right, top, -0.5f);
}
@ -828,10 +828,10 @@ bool LLWorldMapView::drawMipmapLevel(S32 width, S32 height, S32 level, bool load
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3f(right, bottom, 0.f);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3f(right, bottom, 0.f);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3f(left, top, 0.f);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3f(right, bottom, 0.f);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3f(right, top, 0.f);
}

View File

@ -11766,8 +11766,8 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
gGL.vertex3f(1.f, -1.f, clip_plane);
gGL.vertex3f(1.f, 1.f, clip_plane);
gGL.vertex3f(1.f, 1.f, clip_plane);
gGL.vertex3f(-1.f, -1.f, clip_plane);
gGL.vertex3f(1.f, 1.f, clip_plane);
gGL.vertex3f(-1.f, 1.f, clip_plane);
}
gGL.end();