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authorLeyla Farazha <leyla@lindenlab.com>2010-04-05 15:12:12 -0700
committerLeyla Farazha <leyla@lindenlab.com>2010-04-05 15:12:12 -0700
commita0a7b7ed16a9161b8060e8f32e5594356e5c7329 (patch)
tree06809cac6cde316219cbcbf58a7381d907a9d5e6 /indra/newview/llworldmapview.cpp
parent6b3ca581e037d52e507a69d82fd6d900bd4641b7 (diff)
parent9bfc1c3b1060f15990bba218795a1ef6009d1535 (diff)
Merge
Diffstat (limited to 'indra/newview/llworldmapview.cpp')
-rw-r--r--indra/newview/llworldmapview.cpp20
1 files changed, 14 insertions, 6 deletions
diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp
index 7afe81b436..0c37bb6eb1 100644
--- a/indra/newview/llworldmapview.cpp
+++ b/indra/newview/llworldmapview.cpp
@@ -886,28 +886,36 @@ void LLWorldMapView::drawFrustum()
F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 );
F32 half_width_pixels = half_width_meters * meters_to_pixels;
- F32 ctr_x = getRect().getWidth() * 0.5f + sPanX;
- F32 ctr_y = getRect().getHeight() * 0.5f + sPanY;
+ F32 ctr_x = getLocalRect().getWidth() * 0.5f + sPanX;
+ F32 ctr_y = getLocalRect().getHeight() * 0.5f + sPanY;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// Since we don't rotate the map, we have to rotate the frustum.
gGL.pushMatrix();
+ {
gGL.translatef( ctr_x, ctr_y, 0 );
- glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
// Draw triangle with more alpha in far pixels to make it
// fade out in distance.
gGL.begin( LLRender::TRIANGLES );
+ {
+ LLVector2 cam_lookat(LLViewerCamera::instance().getAtAxis().mV[VX], LLViewerCamera::instance().getAtAxis().mV[VY]);
+ LLVector2 cam_left(LLViewerCamera::instance().getLeftAxis().mV[VX], LLViewerCamera::instance().getLeftAxis().mV[VY]);
+
gGL.color4f(1.f, 1.f, 1.f, 0.25f);
gGL.vertex2f( 0, 0 );
gGL.color4f(1.f, 1.f, 1.f, 0.02f);
- gGL.vertex2f( -half_width_pixels, far_clip_pixels );
+
+ LLVector2 vert = cam_lookat * far_clip_pixels + cam_left * half_width_pixels;
+ gGL.vertex2f(vert.mV[VX], vert.mV[VY]);
- gGL.color4f(1.f, 1.f, 1.f, 0.02f);
- gGL.vertex2f( half_width_pixels, far_clip_pixels );
+ vert = cam_lookat * far_clip_pixels - cam_left * half_width_pixels;
+ gGL.vertex2f(vert.mV[VX], vert.mV[VY]);
+ }
gGL.end();
+ }
gGL.popMatrix();
}