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authorprep <prep@lindenlab.com>2011-12-14 16:07:47 -0500
committerprep <prep@lindenlab.com>2011-12-14 16:07:47 -0500
commit7f8aebf78bddf0d15180700162da1728cb5a2bbf (patch)
tree9b0ad2556f8222e5f221f7912b86fafa49019cc5 /indra/newview/pipeline.cpp
parent35b6450d10b826a6bbb60e9dc00e8eaafa8b0d26 (diff)
Moved navmesh rendering invocation into viewerdisplay.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp34
1 files changed, 0 insertions, 34 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7613c0f14e..7511208ae5 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -104,7 +104,6 @@
#include "lltoolpie.h"
#include "llcurl.h"
#include "llnotifications.h"
-#include "llpathinglib.h"
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
@@ -3763,40 +3762,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
}
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
- //Render navmesh geometry
- {
- if ( LLPathingLib::getInstance() )
- {
- //prep#
- glClearColor(0,0,0,0);
- glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
- glShadeModel(GL_SMOOTH); // Enable Smooth Shading
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
- glClearDepth(1.0f); // Depth Buffer Setup
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glDepthFunc(GL_LEQUAL);
- GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
- glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
- bool exclusiveDraw = false;
- if ( LLPathingLib::getInstance()->getRenderNavMeshState() )
- {
- LLPathingLib::getInstance()->renderNavMesh();
- exclusiveDraw = true;
- }
- if ( LLPathingLib::getInstance()->getRenderShapeState() )
- {
- LLGLSUIDefault texture_state;
- LLGLDepthTest gls_depth(GL_TRUE);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLPathingLib::getInstance()->renderNavMeshShapesVBO();
- exclusiveDraw = true;
- }
-
- if ( exclusiveDraw ) { return; }
- }
- }
-
// Initialize lots of GL state to "safe" values
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();