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path: root/indra/newview/llmanipscale.cpp
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Diffstat (limited to 'indra/newview/llmanipscale.cpp')
-rw-r--r--indra/newview/llmanipscale.cpp35
1 files changed, 7 insertions, 28 deletions
diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp
index 19868f3c3e..9966a8eedb 100644
--- a/indra/newview/llmanipscale.cpp
+++ b/indra/newview/llmanipscale.cpp
@@ -618,43 +618,22 @@ void LLManipScale::renderFaces( const LLBBox& bbox )
{
gGL.color4fv( default_normal_color.mV );
LLGLDepthTest gls_depth(GL_FALSE);
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
{
- // Face 0
- gGL.vertex3f(min.mV[VX], max.mV[VY], max.mV[VZ]);
- gGL.vertex3f(min.mV[VX], min.mV[VY], max.mV[VZ]);
- gGL.vertex3f(max.mV[VX], min.mV[VY], max.mV[VZ]);
- gGL.vertex3f(max.mV[VX], max.mV[VY], max.mV[VZ]);
-
- // Face 1
- gGL.vertex3f(max.mV[VX], min.mV[VY], max.mV[VZ]);
+ gGL.vertex3f(min.mV[VX], max.mV[VY], min.mV[VZ]);
+ gGL.vertex3f(max.mV[VX], max.mV[VY], min.mV[VZ]);
+ gGL.vertex3f(min.mV[VX], min.mV[VY], min.mV[VZ]);
gGL.vertex3f(max.mV[VX], min.mV[VY], min.mV[VZ]);
+ gGL.vertex3f(max.mV[VX], min.mV[VY], max.mV[VZ]);
gGL.vertex3f(max.mV[VX], max.mV[VY], min.mV[VZ]);
gGL.vertex3f(max.mV[VX], max.mV[VY], max.mV[VZ]);
-
- // Face 2
gGL.vertex3f(min.mV[VX], max.mV[VY], min.mV[VZ]);
gGL.vertex3f(min.mV[VX], max.mV[VY], max.mV[VZ]);
- gGL.vertex3f(max.mV[VX], max.mV[VY], max.mV[VZ]);
- gGL.vertex3f(max.mV[VX], max.mV[VY], min.mV[VZ]);
-
- // Face 3
- gGL.vertex3f(min.mV[VX], max.mV[VY], max.mV[VZ]);
- gGL.vertex3f(min.mV[VX], max.mV[VY], min.mV[VZ]);
gGL.vertex3f(min.mV[VX], min.mV[VY], min.mV[VZ]);
gGL.vertex3f(min.mV[VX], min.mV[VY], max.mV[VZ]);
-
- // Face 4
- gGL.vertex3f(min.mV[VX], min.mV[VY], max.mV[VZ]);
- gGL.vertex3f(min.mV[VX], min.mV[VY], min.mV[VZ]);
- gGL.vertex3f(max.mV[VX], min.mV[VY], min.mV[VZ]);
gGL.vertex3f(max.mV[VX], min.mV[VY], max.mV[VZ]);
-
- // Face 5
- gGL.vertex3f(min.mV[VX], min.mV[VY], min.mV[VZ]);
- gGL.vertex3f(min.mV[VX], max.mV[VY], min.mV[VZ]);
- gGL.vertex3f(max.mV[VX], max.mV[VY], min.mV[VZ]);
- gGL.vertex3f(max.mV[VX], min.mV[VY], min.mV[VZ]);
+ gGL.vertex3f(min.mV[VX], max.mV[VY], max.mV[VZ]);
+ gGL.vertex3f(max.mV[VX], max.mV[VY], max.mV[VZ]);
}
gGL.end();
}