Removing unreferenced methods from the LLRenderNavPrim class.
parent
edf5a3f8f6
commit
fa562d19cf
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@ -1110,9 +1110,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>9a37d0201667a971887604f171394966</string>
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<string>67bfd6a2bab9770fc1c9907f784c9449</string>
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<key>url</key>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/260580/arch/Darwin/installer/llphysicsextensions-0.1-darwin-20120625.tar.bz2</string>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/260768/arch/Darwin/installer/llphysicsextensions-0.1-darwin-20120627.tar.bz2</string>
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</map>
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<key>name</key>
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<string>darwin</string>
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@ -1122,9 +1122,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>5600a7849a6bc00cfe08baa5bc251efd</string>
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<string>e320ac6c5b2ea2463c70e25bbec61138</string>
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<key>url</key>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/260580/arch/Linux/installer/llphysicsextensions-0.1-linux-20120626.tar.bz2</string>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/260768/arch/Linux/installer/llphysicsextensions-0.1-linux-20120628.tar.bz2</string>
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</map>
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<key>name</key>
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<string>linux</string>
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@ -1134,9 +1134,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>bfcfb9bc885e46a1b97f8f91cf5d5fd1</string>
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<string>63a05f96e5b396ffdb1951679bfc1fe1</string>
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<key>url</key>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/260580/arch/CYGWIN/installer/llphysicsextensions-0.1-windows-20120625.tar.bz2</string>
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<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/stinson_llpathinglibrary/rev/260768/arch/CYGWIN/installer/llphysicsextensions-0.1-windows-20120627.tar.bz2</string>
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</map>
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<key>name</key>
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<string>windows</string>
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@ -30,41 +30,14 @@
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#include "llrendernavprim.h"
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#include "llerror.h"
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#include "llglheaders.h"
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#include "llglslshader.h"
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#include "llrender.h"
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#include "llvertexbuffer.h"
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#include "v4coloru.h"
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#include "v3math.h"
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//=============================================================================
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LLRenderNavPrim gRenderNav;
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//=============================================================================
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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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gGL.begin(LLRender::LINES);
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{
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gGL.vertex3fv( start.mV );
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gGL.vertex3fv( end.mV );
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}
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gGL.end();
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}
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//=============================================================================
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void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const
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{
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LLColor4 colorA( color );
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colorA*=1.25f;
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gGL.color4fv( colorA.mV );
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertex3fv( a.mV );
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gGL.vertex3fv( b.mV );
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gGL.vertex3fv( c.mV );
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}
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gGL.end();
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}
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//=============================================================================
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void LLRenderNavPrim::renderLLTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, const LLColor4U& color ) const
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{
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LLColor4 cV(color);
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@ -84,16 +57,3 @@ void LLRenderNavPrim::renderNavMeshVB( U32 mode, LLVertexBuffer* pVBO, int vertC
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pVBO->drawArrays( mode, 0, vertCnt );
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}
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//=============================================================================
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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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LLVector3 star, pt1, pt2;
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star = LLVector3( 0.0f,0.0f,0.0f);
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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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renderLLSegment( pt1, pt2, color );
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}
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}
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//=============================================================================
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@ -27,30 +27,20 @@
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#ifndef LL_LLRENDERNAVPRIM_H
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#define LL_LLRENDERNAVPRIM_H
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#include "llmath.h"
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#include "v3math.h"
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#include "v4math.h"
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#include "m3math.h"
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#include "m4math.h"
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#include "v4color.h"
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#include "llgl.h"
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#include "stdtypes.h"
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class LLColor4U;
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class LLVector3;
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class LLVertexBuffer;
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class LLRenderNavPrim
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{
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public:
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//Draw a line
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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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void renderLLTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, const LLColor4U& color ) const;
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//Draw the contents of vertex buffer
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void renderNavMeshVB( U32 mode, LLVertexBuffer* pVBO, int vertCnt );
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//Draw a star
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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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};
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