summaryrefslogtreecommitdiff
path: root/indra/llui/llui.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'indra/llui/llui.cpp')
-rw-r--r--indra/llui/llui.cpp56
1 files changed, 28 insertions, 28 deletions
diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp
index d88f4ee7c1..f7489a7512 100644
--- a/indra/llui/llui.cpp
+++ b/indra/llui/llui.cpp
@@ -152,7 +152,7 @@ void gl_draw_x(const LLRect& rect, const LLColor4& color)
gGL.color4fv( color.mV );
- gGL.begin( GL_LINES );
+ gGL.begin( LLVertexBuffer::LINES );
gGL.vertex2i( rect.mLeft, rect.mTop );
gGL.vertex2i( rect.mRight, rect.mBottom );
gGL.vertex2i( rect.mLeft, rect.mBottom );
@@ -193,7 +193,7 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
// Counterclockwise quad will face the viewer
if( filled )
{
- gGL.begin( GL_QUADS );
+ gGL.begin( LLVertexBuffer::QUADS );
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
@@ -205,7 +205,7 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
if( gGLManager.mATIOffsetVerticalLines )
{
// Work around bug in ATI driver: vertical lines are offset by (-1,-1)
- gGL.begin( GL_LINES );
+ gGL.begin( LLVertexBuffer::LINES );
// Verticals
gGL.vertex2i(left + 1, top);
@@ -228,7 +228,7 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
{
top--;
right--;
- gGL.begin( GL_LINE_STRIP );
+ gGL.begin( LLVertexBuffer::LINE_STRIP );
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
@@ -269,7 +269,7 @@ 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(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
// Right edge, CCW faces screen
gGL.color4fv(start_color.mV);
@@ -331,7 +331,7 @@ void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2 )
LLGLSNoTexture no_texture;
- gGL.begin(GL_LINES);
+ gGL.begin(LLVertexBuffer::LINES);
gGL.vertex2i(x1, y1);
gGL.vertex2i(x2, y2);
gGL.end();
@@ -352,7 +352,7 @@ void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2, const LLColor4 &color )
gGL.color4fv( color.mV );
- gGL.begin(GL_LINES);
+ gGL.begin(LLVertexBuffer::LINES);
gGL.vertex2i(x1, y1);
gGL.vertex2i(x2, y2);
gGL.end();
@@ -366,11 +366,11 @@ void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColo
if (filled)
{
- gGL.begin(GL_TRIANGLES);
+ gGL.begin(LLVertexBuffer::TRIANGLES);
}
else
{
- gGL.begin(GL_LINE_LOOP);
+ gGL.begin(LLVertexBuffer::LINE_LOOP);
}
gGL.vertex2i(x1, y1);
gGL.vertex2i(x2, y2);
@@ -384,7 +384,7 @@ void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max
length = llmin((S32)(max_frac*(right - left)), length);
length = llmin((S32)(max_frac*(top - bottom)), length);
- gGL.begin(GL_LINES);
+ gGL.begin(LLVertexBuffer::LINES);
gGL.vertex2i(left, top);
gGL.vertex2i(left + length, top);
@@ -515,7 +515,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLIma
gGL.color4fv(color.mV);
- gGL.begin(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
{
// draw bottom left
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
@@ -675,7 +675,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
gGL.color4fv(color.mV);
- gGL.begin(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
{
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2i(width, height );
@@ -713,7 +713,7 @@ void gl_draw_scaled_image_inverted(S32 x, S32 y, S32 width, S32 height, LLImageG
gGL.color4fv(color.mV);
- gGL.begin(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
{
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2i(width, height );
@@ -748,7 +748,7 @@ void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LL
glLineWidth(2.5f);
glLineStipple(2, 0x3333 << shift);
- gGL.begin(GL_LINES);
+ gGL.begin(LLVertexBuffer::LINES);
{
gGL.vertex3fv( start.mV );
gGL.vertex3fv( end.mV );
@@ -765,7 +765,7 @@ void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom)
glLogicOp( GL_XOR );
stop_glerror();
- gGL.begin(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
@@ -797,14 +797,14 @@ void gl_arc_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled, F
if (filled)
{
- gGL.begin(GL_TRIANGLE_FAN);
+ gGL.begin(LLVertexBuffer::TRIANGLE_FAN);
gGL.vertex2f(0.f, 0.f);
// make sure circle is complete
steps += 1;
}
else
{
- gGL.begin(GL_LINE_STRIP);
+ gGL.begin(LLVertexBuffer::LINE_STRIP);
}
while( steps-- )
@@ -836,14 +836,14 @@ void gl_circle_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled
if (filled)
{
- gGL.begin(GL_TRIANGLE_FAN);
+ gGL.begin(LLVertexBuffer::TRIANGLE_FAN);
gGL.vertex2f(0.f, 0.f);
// make sure circle is complete
steps += 1;
}
else
{
- gGL.begin(GL_LINE_LOOP);
+ gGL.begin(LLVertexBuffer::LINE_LOOP);
}
while( steps-- )
@@ -865,7 +865,7 @@ void gl_deep_circle( F32 radius, F32 depth, S32 steps )
F32 x = radius;
F32 y = 0.f;
F32 angle_delta = F_TWO_PI / (F32)steps;
- gGL.begin( GL_TRIANGLE_STRIP );
+ gGL.begin( LLVertexBuffer::TRIANGLE_STRIP );
{
S32 step = steps + 1; // An extra step to close the circle.
while( step-- )
@@ -952,7 +952,7 @@ void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4&
LLGLSNoTexture gls_no_texture;
- gGL.begin( GL_TRIANGLE_STRIP );
+ gGL.begin( LLVertexBuffer::TRIANGLE_STRIP );
{
steps += 1; // An extra step to close the circle.
while( steps-- )
@@ -988,7 +988,7 @@ void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians,
F32 y2 = inner_radius * sin( start_radians );
LLGLSNoTexture gls_no_texture;
- gGL.begin( GL_TRIANGLE_STRIP );
+ gGL.begin( LLVertexBuffer::TRIANGLE_STRIP );
{
steps += 1; // An extra step to close the circle.
while( steps-- )
@@ -1025,7 +1025,7 @@ void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LL
LLGLSNoTexture gls_no_texture;
- gGL.begin( GL_LINES );
+ gGL.begin( LLVertexBuffer::LINES );
{
while( count-- )
{
@@ -1048,7 +1048,7 @@ void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LL
void gl_rect_2d_simple_tex( S32 width, S32 height )
{
- gGL.begin( GL_QUADS );
+ gGL.begin( LLVertexBuffer::QUADS );
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2i(width, height);
@@ -1067,7 +1067,7 @@ void gl_rect_2d_simple_tex( S32 width, S32 height )
void gl_rect_2d_simple( S32 width, S32 height )
{
- gGL.begin( GL_QUADS );
+ gGL.begin( LLVertexBuffer::QUADS );
gGL.vertex2i(width, height);
gGL.vertex2i(0, height);
gGL.vertex2i(0, 0);
@@ -1109,7 +1109,7 @@ void gl_segmented_rect_2d_tex(const S32 left,
LLVector2 width_vec((F32)width, 0.f);
LLVector2 height_vec(0.f, (F32)height);
- gGL.begin(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
{
// draw bottom left
gGL.texCoord2f(0.f, 0.f);
@@ -1277,7 +1277,7 @@ void gl_segmented_rect_2d_fragment_tex(const S32 left,
LLVector2 x_min;
LLVector2 x_max;
- gGL.begin(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
{
if (start_fragment < middle_start)
{
@@ -1434,7 +1434,7 @@ void gl_segmented_rect_3d_tex(const LLVector2& border_scale, const LLVector3& bo
LLVector3 bottom_border_height = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? border_height : LLVector3::zero;
- gGL.begin(GL_QUADS);
+ gGL.begin(LLVertexBuffer::QUADS);
{
// draw bottom left
gGL.texCoord2f(0.f, 0.f);