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Fix some remaining callers to ui draw methods that have recently had …

…their winding switched to CCW.
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Shyotl committed Feb 27, 2017
1 parent 5d96bd8 commit 6523cf43be4b722c1964b8a263a06d4ad88a0bbd
Showing with 23 additions and 32 deletions.
  1. +3 −3 indra/llrender/llrender2dutils.cpp
  2. +20 −29 indra/newview/llnetmap.cpp
@@ -900,9 +900,9 @@ void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor
else
{
gGL.diffuseColor4fv(side_color.mV);
gl_washer_2d(radius, radius - width, steps, side_color, side_color);
gGL.translateUI(0.f, 0.f, width);
gl_washer_2d(radius - width, radius, steps, side_color, side_color);
gGL.translateUI(0.f, 0.f, width);
gl_washer_2d(radius, radius - width, steps, side_color, side_color);
}
}
gGL.popUIMatrix();
@@ -1120,7 +1120,7 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
// draw top middle
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
View
@@ -707,38 +707,29 @@ void LLNetMap::draw()
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
if (rotate_map)
{
LLColor4 c = map_frustum_color();
gGL.begin( LLRender::TRIANGLES );
gGL.color4fv(c.mV);
gGL.vertex2f( ctr_x, ctr_y );
c.mV[VW] *= .1f;
gGL.color4fv(c.mV);
gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
gGL.end();
}
else
LLColor4 c = rotate_map ? map_frustum_color() : map_frustum_rotating_color();
gGL.pushMatrix();
gGL.translatef(ctr_x, ctr_y, 0);
// If we don't rotate the map, we have to rotate the frustum.
if (!rotate_map)
{
LLColor4 c = map_frustum_rotating_color();
// If we don't rotate the map, we have to rotate the frustum.
gGL.pushMatrix();
gGL.translatef( ctr_x, ctr_y, 0 );
gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
gGL.begin( LLRender::TRIANGLES );
gGL.color4fv(c.mV);
gGL.vertex2f( 0.f, 0.f );
c.mV[VW] *= .1f;
gGL.color4fv(c.mV);
gGL.vertex2f( -half_width_pixels, far_clip_pixels );
gGL.vertex2f( half_width_pixels, far_clip_pixels );
gGL.end();
gGL.popMatrix();
gGL.rotatef(atan2(LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY]) * RAD_TO_DEG, 0.f, 0.f, -1.f);
}
gGL.begin( LLRender::TRIANGLES );
gGL.color4fv(c.mV);
gGL.vertex2f( 0, 0 );
c.mV[VW] *= .1f;
gGL.color4fv(c.mV);
gGL.vertex2f( half_width_pixels, far_clip_pixels );
gGL.vertex2f( -half_width_pixels, far_clip_pixels );
gGL.end();
gGL.popMatrix();
// <exodus> Draw mouse radius
static const LLCachedControl<LLColor4> map_avatar_rollover_color("ExodusMapRolloverCircleColor");
gGL.color4fv((map_avatar_rollover_color()).mV);

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