diff options
Diffstat (limited to 'indra/llui/llui.cpp')
-rw-r--r-- | indra/llui/llui.cpp | 56 |
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); |