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Commit 6d6c38f2 authored by prep's avatar prep
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Path-197. Navmeshes are converted into vbos.

parent dd760059
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......@@ -38,6 +38,7 @@ LLRenderNavPrim gRenderNav;
void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color, bool overlayMode ) const
{
LLGLSLShader::sNoFixedFunction = false;
LLGLEnable smooth(GL_LINE_SMOOTH);
LLColor4 colorA( color );
glLineWidth(1.5f);
gGL.color3fv( colorA.mV );
......@@ -51,6 +52,7 @@ void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& en
gGL.flush();
LLGLSLShader::sNoFixedFunction = true;
LLGLDisable smoothout(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
//=============================================================================
......@@ -86,7 +88,7 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L
void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
{
LLGLSUIDefault gls_ui;
glEnable( GL_DEPTH_TEST );
LLGLEnable depth( GL_DEPTH_TEST );
LLGLEnable cull( GL_CULL_FACE );
glLineWidth(1.5f);
LLGLSLShader::sNoFixedFunction = false;
......@@ -94,11 +96,13 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_NORMAL );
pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
LLGLEnable smooth(GL_LINE_SMOOTH);
//pass 2 outlined
pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
LLGLSLShader::sNoFixedFunction = true;
glLineWidth(1.0f);
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
LLGLDisable smoothout(GL_LINE_SMOOTH);
}
//=============================================================================
void LLRenderNavPrim::renderStar( const LLVector3& center, const float scale, int color ) const
......
......@@ -907,9 +907,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
//NavMesh
if ( llPathingLibInstance->getRenderNavMeshState() )
{
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glEnable(GL_DEPTH_TEST);
gGL.setAmbientLightColor( LLColor4::white );
llPathingLibInstance->renderNavMesh();
exclusiveDraw = true;
}
......
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