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path: root/indra/newview/lldrawpoolterrain.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r--indra/newview/lldrawpoolterrain.cpp26
1 files changed, 26 insertions, 0 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index c86c4b3472..c6ede48c37 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -369,6 +369,7 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(detail_texture0p);
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
@@ -376,6 +377,7 @@ void LLDrawPoolTerrain::renderFull4TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
//
// Stage 1: Generate alpha ramp for detail0/detail1 transition
@@ -392,12 +394,14 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->activate();
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
//
// Stage 3: Modulate with primary (vertex) color for lighting
@@ -419,12 +423,14 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(detail_texture3p);
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
//
// Stage 1: Generate alpha ramp for detail2/detail3 transition
@@ -445,12 +451,14 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->activate();
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
//
// Stage 3: Generate alpha ramp for detail1/detail2 transition
@@ -485,8 +493,10 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(2)->disable();
gGL.getTexUnit(2)->activate();
+#if GL_VERSION_1_1
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
+#endif
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -509,8 +519,10 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+#if GL_VERSION_1_1
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
+#endif
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -544,6 +556,7 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 0: Render detail 0 into base
//
gGL.getTexUnit(0)->bind(detail_texture0p);
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
@@ -551,6 +564,7 @@ void LLDrawPoolTerrain::renderFull2TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
drawLoop();
@@ -562,8 +576,10 @@ void LLDrawPoolTerrain::renderFull2TU()
//
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
+#if GL_VERSION_1_1
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
+#endif
//
// Stage 1: Write detail1
@@ -572,12 +588,14 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
gGL.getTexUnit(0)->activate();
{
@@ -605,12 +623,14 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
{
LLGLEnable blend(GL_BLEND);
@@ -636,12 +656,14 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
+#if GL_VERSION_1_1
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+#endif
gGL.getTexUnit(0)->activate();
{
@@ -658,8 +680,10 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
+#if GL_VERSION_1_1
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
+#endif
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -670,8 +694,10 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+#if GL_VERSION_1_1
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
+#endif
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);