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authorMark Palange <palange@lindenlab.com>2008-11-07 17:51:03 +0000
committerMark Palange <palange@lindenlab.com>2008-11-07 17:51:03 +0000
commitf89f19990cbb9f3f2e7473ac6c159098bdfabec7 (patch)
treee7fa406e2db5e9adc2e24e00557d7b3d3f93203a /indra/newview/llworldmapview.cpp
parentb2bfb128e7d30e1cdb293a2ac192a0cbe63fe528 (diff)
QAR-992 Merging revisions 101012-101170,101686-101687 of svn+ssh://svn.lindenlab.com/svn/linden/qa/viewer_combo_1-22-merge into linden/release
Diffstat (limited to 'indra/newview/llworldmapview.cpp')
-rw-r--r--indra/newview/llworldmapview.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp
index e63dcfc1e8..aa1c13ac34 100644
--- a/indra/newview/llworldmapview.cpp
+++ b/indra/newview/llworldmapview.cpp
@@ -301,7 +301,7 @@ void LLWorldMapView::draw()
LLLocalClipRect clip(getLocalRect());
{
- LLGLSNoTexture no_texture;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
glMatrixMode(GL_MODELVIEW);
@@ -377,7 +377,7 @@ void LLWorldMapView::draw()
// Draw using the texture. If we don't clamp we get artifact at
// the edge.
- LLViewerImage::bindTexture(current_image);
+ gGL.getTexUnit(0)->bind(current_image);
// Draw map image into RGB
//gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -385,7 +385,7 @@ void LLWorldMapView::draw()
gGL.setColorMask(true, false);
gGL.color4f(1.f, 1.f, 1.f, layer_alpha);
- gGL.begin(LLVertexBuffer::QUADS);
+ gGL.begin(LLRender::QUADS);
gGL.texCoord2f(0.0f, 1.0f);
gGL.vertex3f(left, top, -1.0f);
gGL.texCoord2f(0.0f, 0.0f);
@@ -401,7 +401,7 @@ void LLWorldMapView::draw()
gGL.setColorMask(false, true);
gGL.color4f(1.f, 1.f, 1.f, 1.f);
- gGL.begin(LLVertexBuffer::QUADS);
+ gGL.begin(LLRender::QUADS);
gGL.texCoord2f(0.0f, 1.0f);
gGL.vertex2f(left, top);
gGL.texCoord2f(0.0f, 0.0f);
@@ -434,7 +434,7 @@ void LLWorldMapView::draw()
if (info->mOverlayImage.isNull() && info->mMapImageID[2].notNull())
{
info->mOverlayImage = gImageList.getImage(info->mMapImageID[2], MIPMAP_TRUE, FALSE);
- info->mOverlayImage->bind(0);
+ gGL.getTexUnit(0)->bind(info->mOverlayImage.get());
info->mOverlayImage->setClamp(TRUE, TRUE);
}
@@ -536,13 +536,13 @@ void LLWorldMapView::draw()
// Draw using the texture. If we don't clamp we get artifact at
// the edge.
LLGLSUIDefault gls_ui;
- LLViewerImage::bindTexture(simimage);
+ gGL.getTexUnit(0)->bind(simimage);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
F32 alpha = sim_alpha * info->mAlpha;
gGL.color4f(1.f, 1.0f, 1.0f, alpha);
- gGL.begin(LLVertexBuffer::QUADS);
+ gGL.begin(LLRender::QUADS);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3f(left, top, 0.f);
gGL.texCoord2f(0.f, 0.f);
@@ -555,9 +555,9 @@ void LLWorldMapView::draw()
if (gSavedSettings.getBOOL("MapShowLandForSale") && overlayimage && overlayimage->getHasGLTexture())
{
- LLViewerImage::bindTexture(overlayimage);
+ gGL.getTexUnit(0)->bind(overlayimage);
gGL.color4f(1.f, 1.f, 1.f, alpha);
- gGL.begin(LLVertexBuffer::QUADS);
+ gGL.begin(LLRender::QUADS);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3f(left, top, -0.5f);
gGL.texCoord2f(0.f, 0.f);
@@ -577,8 +577,8 @@ void LLWorldMapView::draw()
gGL.setColorMask(false, true);
gGL.color4f(1.f, 1.f, 1.f, 1.f);
- LLGLSNoTexture gls_no_texture;
- gGL.begin(LLVertexBuffer::QUADS);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.begin(LLRender::QUADS);
gGL.vertex2f(left, top);
gGL.vertex2f(left, bottom);
gGL.vertex2f(right, bottom);
@@ -596,8 +596,8 @@ void LLWorldMapView::draw()
gGL.blendFunc(LLRender::BF_DEST_ALPHA, LLRender::BF_SOURCE_ALPHA);
gGL.color4f(0.2f, 0.0f, 0.0f, 0.4f);
- LLGLSNoTexture gls_no_texture;
- gGL.begin(LLVertexBuffer::QUADS);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.begin(LLRender::QUADS);
gGL.vertex2f(left, top);
gGL.vertex2f(left, bottom);
gGL.vertex2f(right, bottom);
@@ -612,9 +612,9 @@ void LLWorldMapView::draw()
{
gGL.blendFunc(LLRender::BF_DEST_ALPHA, LLRender::BF_ZERO);
- LLGLSNoTexture gls_no_texture;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color3f(1.f, 0.f, 0.f);
- gGL.begin(LLVertexBuffer::LINES);
+ gGL.begin(LLRender::LINES);
gGL.vertex2f(left, top);
gGL.vertex2f(right, bottom);
gGL.vertex2f(left, bottom);
@@ -683,7 +683,7 @@ void LLWorldMapView::draw()
// Draw background rectangle
LLGLSUIDefault gls_ui;
{
- LLGLSNoTexture gls_no_texture;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.f);
gGL.blendFunc(LLRender::BF_ONE_MINUS_DEST_ALPHA, LLRender::BF_DEST_ALPHA);
gGL.color4fv( mBackgroundColor.mV );
@@ -969,7 +969,7 @@ void LLWorldMapView::drawFrustum()
F32 ctr_x = getRect().getWidth() * 0.5f + sPanX;
F32 ctr_y = getRect().getHeight() * 0.5f + sPanY;
- LLGLSNoTexture gls_no_texture;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// Since we don't rotate the map, we have to rotate the frustum.
gGL.pushMatrix();
@@ -978,7 +978,7 @@ void LLWorldMapView::drawFrustum()
// Draw triangle with more alpha in far pixels to make it
// fade out in distance.
- gGL.begin( LLVertexBuffer::TRIANGLES );
+ gGL.begin( LLRender::TRIANGLES );
gGL.color4f(1.f, 1.f, 1.f, 0.25f);
gGL.vertex2f( 0, 0 );
@@ -1184,11 +1184,11 @@ static void drawDot(F32 x_pixels, F32 y_pixels,
F32 top = y_pixels + dot_radius;
F32 bottom = y_pixels - dot_radius;
- LLGLSNoTexture gls_no_texture;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4fv( color.mV );
LLUI::setLineWidth(1.5f);
F32 h_bar = relative_z > HEIGHT_THRESHOLD ? top : bottom; // horizontal bar Y
- gGL.begin( LLVertexBuffer::LINES );
+ gGL.begin( LLRender::LINES );
gGL.vertex2f(center, top);
gGL.vertex2f(left, h_bar);
gGL.vertex2f(right, h_bar);