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author | Ansariel Hiller <Ansariel@users.noreply.github.com> | 2024-09-18 16:09:51 +0200 |
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committer | GitHub <noreply@github.com> | 2024-09-18 17:09:51 +0300 |
commit | d9da5bbb33ce70e3bc799ba6696c8b10de0e5f04 (patch) | |
tree | 7ac1243cb80d1d11b228508607073b01dce0f88f /indra/llrender/llrender2dutils.cpp | |
parent | 83cf25af8d05897986cfbcf27224bf69fe7544c6 (diff) |
Remove quads rendering mode entirely (#2593)
Diffstat (limited to 'indra/llrender/llrender2dutils.cpp')
-rw-r--r-- | indra/llrender/llrender2dutils.cpp | 62 |
1 files changed, 41 insertions, 21 deletions
diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp index 27da64cce6..e488082c7e 100644 --- a/indra/llrender/llrender2dutils.cpp +++ b/indra/llrender/llrender2dutils.cpp @@ -175,50 +175,70 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st LLColor4 end_color = start_color; end_color.mV[VALPHA] = 0.f; - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); // Right edge, CCW faces screen gGL.color4fv(start_color.mV); - gGL.vertex2i(right, top-lines); - gGL.vertex2i(right, bottom); + gGL.vertex2i(right, top - lines); + gGL.vertex2i(right, bottom); gGL.color4fv(end_color.mV); - gGL.vertex2i(right+lines, bottom); - gGL.vertex2i(right+lines, top-lines); + 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); + gGL.vertex2i(right + lines, top - lines); // Bottom edge, CCW faces screen gGL.color4fv(start_color.mV); - gGL.vertex2i(right, bottom); - gGL.vertex2i(left+lines, bottom); + gGL.vertex2i(right, bottom); + gGL.vertex2i(left + lines, bottom); gGL.color4fv(end_color.mV); - gGL.vertex2i(left+lines, bottom-lines); - gGL.vertex2i(right, bottom-lines); + 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); + gGL.vertex2i(right, bottom - lines); // bottom left Corner gGL.color4fv(start_color.mV); - gGL.vertex2i(left+lines, bottom); + gGL.vertex2i(left + lines, bottom); gGL.color4fv(end_color.mV); - gGL.vertex2i(left, bottom); + gGL.vertex2i(left, bottom); // make the bottom left corner not sharp - gGL.vertex2i(left+1, bottom-lines+1); - gGL.vertex2i(left+lines, bottom-lines); + 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); + gGL.vertex2i(left + lines, bottom - lines); // bottom right corner gGL.color4fv(start_color.mV); - gGL.vertex2i(right, bottom); + gGL.vertex2i(right, bottom); gGL.color4fv(end_color.mV); - gGL.vertex2i(right, bottom-lines); + gGL.vertex2i(right, bottom - lines); // make the rightmost corner not sharp - gGL.vertex2i(right+lines-1, bottom-lines+1); - gGL.vertex2i(right+lines, bottom); + 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); + gGL.vertex2i(right + lines, bottom); // top right corner gGL.color4fv(start_color.mV); - gGL.vertex2i( right, top-lines ); + gGL.vertex2i(right, top - lines); gGL.color4fv(end_color.mV); - gGL.vertex2i( right+lines, top-lines ); + gGL.vertex2i(right + lines, top - lines); // make the corner not sharp - gGL.vertex2i( right+lines-1, top-1 ); - gGL.vertex2i( right, top ); + 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); + gGL.vertex2i(right, top); gGL.end(); stop_glerror(); |