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-rwxr-xr-xindra/newview/llworldmapview.cpp64
1 files changed, 7 insertions, 57 deletions
diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp
index 8f46e66551..7a8f97fa68 100755
--- a/indra/newview/llworldmapview.cpp
+++ b/indra/newview/llworldmapview.cpp
@@ -398,28 +398,17 @@ void LLWorldMapView::draw()
S32 level = LLWorldMipmap::scaleToLevel(mMapScale);
LLLocalClipRect clip(getLocalRect());
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- // Clear the background alpha to 0
- gGL.flush();
- gGL.setColorMask(false, true);
- gGL.flush();
- gGL.setSceneBlendType(LLRender::BT_REPLACE);
- gGL.color4f(0.0f, 0.0f, 0.0f, 0.0f);
- gl_rect_2d(0, height, width, 0);
- }
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.flush();
- gGL.setColorMask(true, true);
+ // Draw background rectangle
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.color4fv(mBackgroundColor.mV);
+ gl_rect_2d(0, height, width, 0);
// Draw the image tiles
drawMipmap(width, height);
- gGL.flush();
-
- gGL.setColorMask(true, true);
// Draw per sim overlayed information (names, mature, offline...)
for (LLWorldMap::sim_info_map_t::const_iterator it = LLWorldMap::getInstance()->getRegionMap().begin();
@@ -464,7 +453,6 @@ void LLWorldMapView::draw()
if (info->isDown())
{
// Draw a transparent red square over down sims
- gGL.blendFunc(LLRender::BF_DEST_ALPHA, LLRender::BF_SOURCE_ALPHA);
gGL.color4f(0.2f, 0.0f, 0.0f, 0.4f);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -475,26 +463,7 @@ void LLWorldMapView::draw()
gGL.vertex2f(right, top);
gGL.end();
}
- // As part of the AO project, we no longer want to draw access indicators;
- // it's too complicated to get all the rules straight and will only
- // cause confusion.
- /**********************
- else if (!info->isPG() && gAgent.isTeen())
- {
- // If this is a mature region, and you are not, draw a line across it
- gGL.blendFunc(LLRender::BF_DEST_ALPHA, LLRender::BF_ZERO);
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.color3f(1.f, 0.f, 0.f);
- gGL.begin(LLRender::LINES);
- gGL.vertex2f(left, top);
- gGL.vertex2f(right, bottom);
- gGL.vertex2f(left, bottom);
- gGL.vertex2f(right, top);
- gGL.end();
- }
- **********************/
- else if (gSavedSettings.getBOOL("MapShowLandForSale") && (level <= DRAW_LANDFORSALE_THRESHOLD))
+ else if (gSavedSettings.getBOOL("MapShowLandForSale") && (level <= DRAW_LANDFORSALE_THRESHOLD))
{
// Draw the overlay image "Land for Sale / Land for Auction"
LLViewerFetchedTexture* overlayimage = info->getLandForSaleImage();
@@ -506,7 +475,6 @@ void LLWorldMapView::draw()
// Draw something whenever we have enough info
if (overlayimage->hasGLTexture())
{
- gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
gGL.getTexUnit(0)->bind(overlayimage);
gGL.color4f(1.f, 1.f, 1.f, 1.f);
gGL.begin(LLRender::QUADS);
@@ -556,21 +524,6 @@ void LLWorldMapView::draw()
}
}
-
-
- // Draw background rectangle
- LLGLSUIDefault gls_ui;
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.flush();
- gGL.blendFunc(LLRender::BF_ONE_MINUS_DEST_ALPHA, LLRender::BF_DEST_ALPHA);
- gGL.color4fv( mBackgroundColor.mV );
- gl_rect_2d(0, height, width, 0);
- }
-
- gGL.flush();
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
// Draw item infos if we're not zoomed out too much and there's something to draw
if ((level <= DRAW_SIMINFO_THRESHOLD) && (gSavedSettings.getBOOL("MapShowInfohubs") ||
gSavedSettings.getBOOL("MapShowTelehubs") ||
@@ -771,7 +724,6 @@ bool LLWorldMapView::drawMipmapLevel(S32 width, S32 height, S32 level, bool load
gGL.getTexUnit(0)->bind(simimage.get());
simimage->setAddressMode(LLTexUnit::TAM_CLAMP);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.color4f(1.f, 1.0f, 1.0f, 1.0f);
gGL.begin(LLRender::QUADS);
@@ -810,8 +762,6 @@ bool LLWorldMapView::drawMipmapLevel(S32 width, S32 height, S32 level, bool load
// Used for debug only
void LLWorldMapView::drawTileOutline(S32 level, F32 top, F32 left, F32 bottom, F32 right)
{
- gGL.blendFunc(LLRender::BF_DEST_ALPHA, LLRender::BF_ZERO);
-
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
if (level == 1)
gGL.color3f(1.f, 0.f, 0.f); // red