Skip some avoidable conversions
parent
3c68808bb7
commit
f242823b12
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@ -91,18 +91,18 @@ void LLBox::renderface(S32 which_face)
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gGL.begin(LLRender::TRIANGLES);
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{
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//gGL.normal3fv(&normals[which_face][0]);
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gGL.texCoord2f(1, 0);
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gGL.texCoord2f(1.f, 0.f);
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gGL.vertex3fv(&mVertex[ faces[which_face][0] ][0]);
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gGL.texCoord2f(1, 1);
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gGL.texCoord2f(1.f, 1.f);
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gGL.vertex3fv(&mVertex[ faces[which_face][1] ][0]);
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gGL.texCoord2f(0, 1);
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gGL.texCoord2f(0.f, 1.f);
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gGL.vertex3fv(&mVertex[ faces[which_face][2] ][0]);
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gGL.texCoord2f(0, 1);
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gGL.texCoord2f(0.f, 1.f);
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gGL.vertex3fv(&mVertex[ faces[which_face][2] ][0]);
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gGL.texCoord2f(1, 0);
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gGL.texCoord2f(1.f, 0.f);
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gGL.vertex3fv(&mVertex[ faces[which_face][0] ][0]);
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gGL.texCoord2f(0, 0);
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gGL.texCoord2f(0.f, 0.f);
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gGL.vertex3fv(&mVertex[ faces[which_face][3] ][0]);
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}
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gGL.end();
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@ -5090,18 +5090,18 @@ U32 LLVOAvatar::renderImpostor(LLColor4U color, S32 diffuse_channel)
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//gGL.end();
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.texCoord2f(0, 0);
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gGL.texCoord2f(0.f, 0.f);
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gGL.vertex3fv((pos + left - up).mV);
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gGL.texCoord2f(1, 0);
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gGL.texCoord2f(1.f, 0.f);
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gGL.vertex3fv((pos - left - up).mV);
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gGL.texCoord2f(1, 1);
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gGL.texCoord2f(1.f, 1.f);
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gGL.vertex3fv((pos - left + up).mV);
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gGL.texCoord2f(1, 1);
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gGL.texCoord2f(1.f, 1.f);
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gGL.vertex3fv((pos - left + up).mV);
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gGL.texCoord2f(0, 0);
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gGL.texCoord2f(0.f, 0.f);
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gGL.vertex3fv((pos + left - up).mV);
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gGL.texCoord2f(0, 1);
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gGL.texCoord2f(0.f, 1.f);
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gGL.vertex3fv((pos + left + up).mV);
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}
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gGL.end();
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@ -11719,13 +11719,13 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
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//gGL.end();
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertex3f(-1, -1, clip_plane);
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gGL.vertex3f(1, -1, clip_plane);
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gGL.vertex3f(1, 1, clip_plane);
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gGL.vertex3f(-1.f, -1.f, clip_plane);
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gGL.vertex3f(1.f, -1.f, clip_plane);
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gGL.vertex3f(1.f, 1.f, clip_plane);
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gGL.vertex3f(1, 1, clip_plane);
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gGL.vertex3f(-1, -1, clip_plane);
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gGL.vertex3f(-1, 1, clip_plane);
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gGL.vertex3f(1.f, 1.f, clip_plane);
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gGL.vertex3f(-1.f, -1.f, clip_plane);
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gGL.vertex3f(-1.f, 1.f, clip_plane);
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}
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gGL.end();
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// </FS:Ansariel>
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