aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/linden/indra/newview/llhudeffectbeam.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'linden/indra/newview/llhudeffectbeam.cpp')
-rw-r--r--linden/indra/newview/llhudeffectbeam.cpp45
1 files changed, 0 insertions, 45 deletions
diff --git a/linden/indra/newview/llhudeffectbeam.cpp b/linden/indra/newview/llhudeffectbeam.cpp
index 4918946..2ba9ade 100644
--- a/linden/indra/newview/llhudeffectbeam.cpp
+++ b/linden/indra/newview/llhudeffectbeam.cpp
@@ -274,51 +274,6 @@ void LLHUDEffectBeam::render()
274 274
275 // Init the color of the particles 275 // Init the color of the particles
276 LLColor4U coloru = mColor; 276 LLColor4U coloru = mColor;
277
278 /*
279 // This is disabled for now - DJS
280
281 // Fade the alpha
282 coloru.mV[3] = mFadeInterp.getCurVal()*mColor.mV[3];
283
284 // Draw a regular "beam" that connects the source and target
285
286 // First, figure out start and end positions relative to the camera
287 LLVector3 start_pos_agent;
288 if (mSourceObject->getPCode() == LL_PCODE_LEGACY_AVATAR)
289 {
290 LLViewerObject *objp = mSourceObject;
291 LLVOAvatar *avatarp = (LLVOAvatar *)objp;
292 LLVector3d hand_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition());
293 start_pos_agent = gAgent.getPosAgentFromGlobal(hand_pos_global);
294 }
295 else
296 {
297 start_pos_agent = mSourceObject->getPositionAgent();
298 }
299 LLVector3 start_pos_camera = (start_pos_agent - gAgent.getCameraPositionAgent());
300 LLVector3 target_pos_agent = gAgent.getPosAgentFromGlobal(mTargetPos);
301 LLVector3 target_pos_camera = target_pos_agent - gAgent.getCameraPositionAgent();
302
303 // Generate the right "up" vector which is perpendicular to the beam, make it 1/10 meter wide, going to a point.
304 LLVector3 camera_up = gCamera->getUpAxis();
305 LLVector3 camera_at = gCamera->getAtAxis();
306 LLVector3 up = target_pos_camera % start_pos_camera;
307 up.normVec();
308 up *= 0.1f;
309
310 // Draw the triangle for the beam.
311 LLVector3 vertex;
312 glColor4ubv(coloru.mV);
313 glBegin(GL_TRIANGLE_STRIP);
314 vertex = start_pos_agent + up;
315 glVertex3fv(vertex.mV);
316 vertex = start_pos_agent - up;
317 glVertex3fv(vertex.mV);
318 vertex = target_pos_agent;
319 glVertex3fv(vertex.mV);
320 glEnd();
321 */
322 277
323 // Draw the particles 278 // Draw the particles
324 S32 i; 279 S32 i;