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Diffstat (limited to 'linden/indra/llui/llui.cpp')
-rw-r--r--linden/indra/llui/llui.cpp56
1 files changed, 28 insertions, 28 deletions
diff --git a/linden/indra/llui/llui.cpp b/linden/indra/llui/llui.cpp
index aafd3af..45b1175 100644
--- a/linden/indra/llui/llui.cpp
+++ b/linden/indra/llui/llui.cpp
@@ -152,7 +152,7 @@ void gl_draw_x(const LLRect& rect, const LLColor4& color)
152 152
153 gGL.color4fv( color.mV ); 153 gGL.color4fv( color.mV );
154 154
155 gGL.begin( GL_LINES ); 155 gGL.begin( LLVertexBuffer::LINES );
156 gGL.vertex2i( rect.mLeft, rect.mTop ); 156 gGL.vertex2i( rect.mLeft, rect.mTop );
157 gGL.vertex2i( rect.mRight, rect.mBottom ); 157 gGL.vertex2i( rect.mRight, rect.mBottom );
158 gGL.vertex2i( rect.mLeft, rect.mBottom ); 158 gGL.vertex2i( rect.mLeft, rect.mBottom );
@@ -193,7 +193,7 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
193 // Counterclockwise quad will face the viewer 193 // Counterclockwise quad will face the viewer
194 if( filled ) 194 if( filled )
195 { 195 {
196 gGL.begin( GL_QUADS ); 196 gGL.begin( LLVertexBuffer::QUADS );
197 gGL.vertex2i(left, top); 197 gGL.vertex2i(left, top);
198 gGL.vertex2i(left, bottom); 198 gGL.vertex2i(left, bottom);
199 gGL.vertex2i(right, bottom); 199 gGL.vertex2i(right, bottom);
@@ -205,7 +205,7 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
205 if( gGLManager.mATIOffsetVerticalLines ) 205 if( gGLManager.mATIOffsetVerticalLines )
206 { 206 {
207 // Work around bug in ATI driver: vertical lines are offset by (-1,-1) 207 // Work around bug in ATI driver: vertical lines are offset by (-1,-1)
208 gGL.begin( GL_LINES ); 208 gGL.begin( LLVertexBuffer::LINES );
209 209
210 // Verticals 210 // Verticals
211 gGL.vertex2i(left + 1, top); 211 gGL.vertex2i(left + 1, top);
@@ -228,7 +228,7 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
228 { 228 {
229 top--; 229 top--;
230 right--; 230 right--;
231 gGL.begin( GL_LINE_STRIP ); 231 gGL.begin( LLVertexBuffer::LINE_STRIP );
232 gGL.vertex2i(left, top); 232 gGL.vertex2i(left, top);
233 gGL.vertex2i(left, bottom); 233 gGL.vertex2i(left, bottom);
234 gGL.vertex2i(right, bottom); 234 gGL.vertex2i(right, bottom);
@@ -269,7 +269,7 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
269 LLColor4 end_color = start_color; 269 LLColor4 end_color = start_color;
270 end_color.mV[VALPHA] = 0.f; 270 end_color.mV[VALPHA] = 0.f;
271 271
272 gGL.begin(GL_QUADS); 272 gGL.begin(LLVertexBuffer::QUADS);
273 273
274 // Right edge, CCW faces screen 274 // Right edge, CCW faces screen
275 gGL.color4fv(start_color.mV); 275 gGL.color4fv(start_color.mV);
@@ -331,7 +331,7 @@ void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2 )
331 331
332 LLGLSNoTexture no_texture; 332 LLGLSNoTexture no_texture;
333 333
334 gGL.begin(GL_LINES); 334 gGL.begin(LLVertexBuffer::LINES);
335 gGL.vertex2i(x1, y1); 335 gGL.vertex2i(x1, y1);
336 gGL.vertex2i(x2, y2); 336 gGL.vertex2i(x2, y2);
337 gGL.end(); 337 gGL.end();
@@ -352,7 +352,7 @@ void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2, const LLColor4 &color )
352 352
353 gGL.color4fv( color.mV ); 353 gGL.color4fv( color.mV );
354 354
355 gGL.begin(GL_LINES); 355 gGL.begin(LLVertexBuffer::LINES);
356 gGL.vertex2i(x1, y1); 356 gGL.vertex2i(x1, y1);
357 gGL.vertex2i(x2, y2); 357 gGL.vertex2i(x2, y2);
358 gGL.end(); 358 gGL.end();
@@ -366,11 +366,11 @@ void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColo
366 366
367 if (filled) 367 if (filled)
368 { 368 {
369 gGL.begin(GL_TRIANGLES); 369 gGL.begin(LLVertexBuffer::TRIANGLES);
370 } 370 }
371 else 371 else
372 { 372 {
373 gGL.begin(GL_LINE_LOOP); 373 gGL.begin(LLVertexBuffer::LINE_LOOP);
374 } 374 }
375 gGL.vertex2i(x1, y1); 375 gGL.vertex2i(x1, y1);
376 gGL.vertex2i(x2, y2); 376 gGL.vertex2i(x2, y2);
@@ -384,7 +384,7 @@ void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max
384 384
385 length = llmin((S32)(max_frac*(right - left)), length); 385 length = llmin((S32)(max_frac*(right - left)), length);
386 length = llmin((S32)(max_frac*(top - bottom)), length); 386 length = llmin((S32)(max_frac*(top - bottom)), length);
387 gGL.begin(GL_LINES); 387 gGL.begin(LLVertexBuffer::LINES);
388 gGL.vertex2i(left, top); 388 gGL.vertex2i(left, top);
389 gGL.vertex2i(left + length, top); 389 gGL.vertex2i(left + length, top);
390 390
@@ -515,7 +515,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLIma
515 515
516 gGL.color4fv(color.mV); 516 gGL.color4fv(color.mV);
517 517
518 gGL.begin(GL_QUADS); 518 gGL.begin(LLVertexBuffer::QUADS);
519 { 519 {
520 // draw bottom left 520 // draw bottom left
521 gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom); 521 gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
@@ -675,7 +675,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
675 675
676 gGL.color4fv(color.mV); 676 gGL.color4fv(color.mV);
677 677
678 gGL.begin(GL_QUADS); 678 gGL.begin(LLVertexBuffer::QUADS);
679 { 679 {
680 gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop); 680 gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
681 gGL.vertex2i(width, height ); 681 gGL.vertex2i(width, height );
@@ -713,7 +713,7 @@ void gl_draw_scaled_image_inverted(S32 x, S32 y, S32 width, S32 height, LLImageG
713 713
714 gGL.color4fv(color.mV); 714 gGL.color4fv(color.mV);
715 715
716 gGL.begin(GL_QUADS); 716 gGL.begin(LLVertexBuffer::QUADS);
717 { 717 {
718 gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom); 718 gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
719 gGL.vertex2i(width, height ); 719 gGL.vertex2i(width, height );
@@ -748,7 +748,7 @@ void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LL
748 glLineWidth(2.5f); 748 glLineWidth(2.5f);
749 glLineStipple(2, 0x3333 << shift); 749 glLineStipple(2, 0x3333 << shift);
750 750
751 gGL.begin(GL_LINES); 751 gGL.begin(LLVertexBuffer::LINES);
752 { 752 {
753 gGL.vertex3fv( start.mV ); 753 gGL.vertex3fv( start.mV );
754 gGL.vertex3fv( end.mV ); 754 gGL.vertex3fv( end.mV );
@@ -765,7 +765,7 @@ void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom)
765 glLogicOp( GL_XOR ); 765 glLogicOp( GL_XOR );
766 stop_glerror(); 766 stop_glerror();
767 767
768 gGL.begin(GL_QUADS); 768 gGL.begin(LLVertexBuffer::QUADS);
769 gGL.vertex2i(left, top); 769 gGL.vertex2i(left, top);
770 gGL.vertex2i(left, bottom); 770 gGL.vertex2i(left, bottom);
771 gGL.vertex2i(right, bottom); 771 gGL.vertex2i(right, bottom);
@@ -797,14 +797,14 @@ void gl_arc_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled, F
797 797
798 if (filled) 798 if (filled)
799 { 799 {
800 gGL.begin(GL_TRIANGLE_FAN); 800 gGL.begin(LLVertexBuffer::TRIANGLE_FAN);
801 gGL.vertex2f(0.f, 0.f); 801 gGL.vertex2f(0.f, 0.f);
802 // make sure circle is complete 802 // make sure circle is complete
803 steps += 1; 803 steps += 1;
804 } 804 }
805 else 805 else
806 { 806 {
807 gGL.begin(GL_LINE_STRIP); 807 gGL.begin(LLVertexBuffer::LINE_STRIP);
808 } 808 }
809 809
810 while( steps-- ) 810 while( steps-- )
@@ -836,14 +836,14 @@ void gl_circle_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled
836 836
837 if (filled) 837 if (filled)
838 { 838 {
839 gGL.begin(GL_TRIANGLE_FAN); 839 gGL.begin(LLVertexBuffer::TRIANGLE_FAN);
840 gGL.vertex2f(0.f, 0.f); 840 gGL.vertex2f(0.f, 0.f);
841 // make sure circle is complete 841 // make sure circle is complete
842 steps += 1; 842 steps += 1;
843 } 843 }
844 else 844 else
845 { 845 {
846 gGL.begin(GL_LINE_LOOP); 846 gGL.begin(LLVertexBuffer::LINE_LOOP);
847 } 847 }
848 848
849 while( steps-- ) 849 while( steps-- )
@@ -865,7 +865,7 @@ void gl_deep_circle( F32 radius, F32 depth, S32 steps )
865 F32 x = radius; 865 F32 x = radius;
866 F32 y = 0.f; 866 F32 y = 0.f;
867 F32 angle_delta = F_TWO_PI / (F32)steps; 867 F32 angle_delta = F_TWO_PI / (F32)steps;
868 gGL.begin( GL_TRIANGLE_STRIP ); 868 gGL.begin( LLVertexBuffer::TRIANGLE_STRIP );
869 { 869 {
870 S32 step = steps + 1; // An extra step to close the circle. 870 S32 step = steps + 1; // An extra step to close the circle.
871 while( step-- ) 871 while( step-- )
@@ -952,7 +952,7 @@ void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4&
952 952
953 LLGLSNoTexture gls_no_texture; 953 LLGLSNoTexture gls_no_texture;
954 954
955 gGL.begin( GL_TRIANGLE_STRIP ); 955 gGL.begin( LLVertexBuffer::TRIANGLE_STRIP );
956 { 956 {
957 steps += 1; // An extra step to close the circle. 957 steps += 1; // An extra step to close the circle.
958 while( steps-- ) 958 while( steps-- )
@@ -988,7 +988,7 @@ void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians,
988 F32 y2 = inner_radius * sin( start_radians ); 988 F32 y2 = inner_radius * sin( start_radians );
989 989
990 LLGLSNoTexture gls_no_texture; 990 LLGLSNoTexture gls_no_texture;
991 gGL.begin( GL_TRIANGLE_STRIP ); 991 gGL.begin( LLVertexBuffer::TRIANGLE_STRIP );
992 { 992 {
993 steps += 1; // An extra step to close the circle. 993 steps += 1; // An extra step to close the circle.
994 while( steps-- ) 994 while( steps-- )
@@ -1025,7 +1025,7 @@ void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LL
1025 1025
1026 LLGLSNoTexture gls_no_texture; 1026 LLGLSNoTexture gls_no_texture;
1027 1027
1028 gGL.begin( GL_LINES ); 1028 gGL.begin( LLVertexBuffer::LINES );
1029 { 1029 {
1030 while( count-- ) 1030 while( count-- )
1031 { 1031 {
@@ -1048,7 +1048,7 @@ void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LL
1048 1048
1049void gl_rect_2d_simple_tex( S32 width, S32 height ) 1049void gl_rect_2d_simple_tex( S32 width, S32 height )
1050{ 1050{
1051 gGL.begin( GL_QUADS ); 1051 gGL.begin( LLVertexBuffer::QUADS );
1052 1052
1053 gGL.texCoord2f(1.f, 1.f); 1053 gGL.texCoord2f(1.f, 1.f);
1054 gGL.vertex2i(width, height); 1054 gGL.vertex2i(width, height);
@@ -1067,7 +1067,7 @@ void gl_rect_2d_simple_tex( S32 width, S32 height )
1067 1067
1068void gl_rect_2d_simple( S32 width, S32 height ) 1068void gl_rect_2d_simple( S32 width, S32 height )
1069{ 1069{
1070 gGL.begin( GL_QUADS ); 1070 gGL.begin( LLVertexBuffer::QUADS );
1071 gGL.vertex2i(width, height); 1071 gGL.vertex2i(width, height);
1072 gGL.vertex2i(0, height); 1072 gGL.vertex2i(0, height);
1073 gGL.vertex2i(0, 0); 1073 gGL.vertex2i(0, 0);
@@ -1109,7 +1109,7 @@ void gl_segmented_rect_2d_tex(const S32 left,
1109 LLVector2 width_vec((F32)width, 0.f); 1109 LLVector2 width_vec((F32)width, 0.f);
1110 LLVector2 height_vec(0.f, (F32)height); 1110 LLVector2 height_vec(0.f, (F32)height);
1111 1111
1112 gGL.begin(GL_QUADS); 1112 gGL.begin(LLVertexBuffer::QUADS);
1113 { 1113 {
1114 // draw bottom left 1114 // draw bottom left
1115 gGL.texCoord2f(0.f, 0.f); 1115 gGL.texCoord2f(0.f, 0.f);
@@ -1277,7 +1277,7 @@ void gl_segmented_rect_2d_fragment_tex(const S32 left,
1277 LLVector2 x_min; 1277 LLVector2 x_min;
1278 LLVector2 x_max; 1278 LLVector2 x_max;
1279 1279
1280 gGL.begin(GL_QUADS); 1280 gGL.begin(LLVertexBuffer::QUADS);
1281 { 1281 {
1282 if (start_fragment < middle_start) 1282 if (start_fragment < middle_start)
1283 { 1283 {
@@ -1434,7 +1434,7 @@ void gl_segmented_rect_3d_tex(const LLVector2& border_scale, const LLVector3& bo
1434 LLVector3 bottom_border_height = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? border_height : LLVector3::zero; 1434 LLVector3 bottom_border_height = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? border_height : LLVector3::zero;
1435 1435
1436 1436
1437 gGL.begin(GL_QUADS); 1437 gGL.begin(LLVertexBuffer::QUADS);
1438 { 1438 {
1439 // draw bottom left 1439 // draw bottom left
1440 gGL.texCoord2f(0.f, 0.f); 1440 gGL.texCoord2f(0.f, 0.f);