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-rw-r--r--indra/newview/pipeline.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 643c1ec055..539379c9a1 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -870,7 +870,7 @@ void LLPipeline::allocDrawable(LLViewerObject *vobj)
//encompass completely sheared objects by taking
//the most extreme point possible (<1,1,0.5>)
- drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).magVec());
+ drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length());
if (vobj->isOrphaned())
{
drawable->setState(LLDrawable::FORCE_INVISIBLE);
@@ -1124,7 +1124,7 @@ void LLPipeline::updateMove()
F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
{
LLVector3 lookAt = center - camera.getOrigin();
- F32 dist = lookAt.magVec();
+ F32 dist = lookAt.length();
//ramp down distance for nearby objects
if (dist < 16.f)
@@ -1135,7 +1135,7 @@ F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera
}
//get area of circle around node
- F32 app_angle = atanf(size.magVec()/dist);
+ F32 app_angle = atanf(size.length()/dist);
F32 radius = app_angle*LLDrawable::sCurPixelAngle;
return radius*radius * 3.14159f;
}
@@ -3123,7 +3123,7 @@ static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_
F32 radius = light->getLightRadius();
BOOL selected = light->isSelected();
LLVector3 dpos = light->getRenderPosition() - cam_pos;
- F32 dist2 = dpos.magVecSquared();
+ F32 dist2 = dpos.lengthSquared();
if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
{
return max_dist;
@@ -5143,7 +5143,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
//glh::matrix4f ortho = gl_ortho(-tdim.mV[0], tdim.mV[0], -tdim.mV[1], tdim.mV[1], 1.0, 256.0);
- F32 distance = (pos-camera.getOrigin()).magVec();
+ F32 distance = (pos-camera.getOrigin()).length();
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
F32 aspect = tdim.mV[0]/tdim.mV[1]; //128.f/256.f;
glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);