All pastes #1815814 Raw Edit

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#1815814 ·published 2010-02-28 18:14 UTC
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diff --git a/doc/contributions.txt b/doc/contributions.txtindex ce25471..ef10b32 100755--- a/doc/contributions.txt+++ b/doc/contributions.txt@@ -514,6 +514,7 @@ Robin Cornelius 	VWR-11128 	VWR-12533 	VWR-12587+	VWR-12758 	VWR-12763 	VWR-12995 Ryozu Kojimadiff --git a/indra/cmake/FindTut.cmake b/indra/cmake/FindTut.cmakenew file mode 100644index 0000000..3600c67--- /dev/null+++ b/indra/cmake/FindTut.cmake@@ -0,0 +1,34 @@+# -*- cmake -*-++# - Find Tut+# Find the Tut unit test framework includes and library+# This module defines+#  TUT_INCLUDE_DIR, where to find tut.h, etc.+#  TUT_FOUND, If false, do not try to use Tut.++FIND_PATH(TUT_INCLUDE_DIR tut.h+/usr/local/include/+/usr/include+)++IF (TUT_INCLUDE_DIR)+    SET(TUT_FOUND "YES")+ELSE (TUT_INCLUDE_DIR)+  SET(TUT_FOUND "NO")+ENDIF (TUT_INCLUDE_DIR)++IF (TUT_FOUND)+   IF (NOT TUT_FIND_QUIETLY)+      MESSAGE(STATUS "Found Tut: ${TUT_INCLUDE_DIR}")+	SET(TUT_FIND_QUIETLY TRUE) # Only alert us the first time+   ENDIF (NOT TUT_FIND_QUIETLY)+ELSE (TUT_FOUND)+   IF (TUT_FIND_REQUIRED)+      MESSAGE(FATAL_ERROR "Could not find Tut")+   ENDIF (TUT_FIND_REQUIRED)+ENDIF (TUT_FOUND)++MARK_AS_ADVANCED(+    TUT_INCLUDE_DIR+)+diff --git a/indra/cmake/Tut.cmake b/indra/cmake/Tut.cmakeindex 7488e9d..6354645 100755--- a/indra/cmake/Tut.cmake+++ b/indra/cmake/Tut.cmake@@ -1,6 +1,11 @@ # -*- cmake -*- include(Prebuilt) -if (NOT STANDALONE)+SET(TUT_FIND_REQUIRED TRUE)+SET(TUT_FIND_QUIETLY TRUE)++if (STANDALONE)+  include(FindTut)+else (STANDALONE)   use_prebuilt_binary(tut)-endif(NOT STANDALONE)+endif(STANDALONE)diff --git a/indra/llcommon/CMakeLists.txt b/indra/llcommon/CMakeLists.txtindex 6169aa6..4eba76f 100755--- a/indra/llcommon/CMakeLists.txt+++ b/indra/llcommon/CMakeLists.txt@@ -250,6 +250,13 @@ list(APPEND llcommon_SOURCE_FILES ${llcommon_HEADER_FILES})  if(LLCOMMON_LINK_SHARED)     add_library (llcommon SHARED ${llcommon_SOURCE_FILES})+	if(NOT CMAKE_SIZEOF_VOID_P MATCHES 4)+      if(WINDOWS)+        add_definitions(/FIXED:NO)+      else(WINDOWS) # not windows therefore gcc LINUX and DARWIN+        add_definitions(-fPIC)+      endif(WINDOWS)+	endif(NOT CMAKE_SIZEOF_VOID_P MATCHES 4)     ll_stage_sharedlib(llcommon) else(LLCOMMON_LINK_SHARED)     add_library (llcommon ${llcommon_SOURCE_FILES})diff --git a/indra/llwindow/glh/glh_linear.h b/indra/llwindow/glh/glh_linear.hnew file mode 100755index 0000000..04ae1bd--- /dev/null+++ b/indra/llwindow/glh/glh_linear.h@@ -0,0 +1,1621 @@+/*+    glh - is a platform-indepenedent C++ OpenGL helper library +++    Copyright (c) 2000 Cass Everitt+	Copyright (c) 2000 NVIDIA Corporation+    All rights reserved.++    Redistribution and use in source and binary forms, with or+	without modification, are permitted provided that the following+	conditions are met:++     * Redistributions of source code must retain the above+	   copyright notice, this list of conditions and the following+	   disclaimer.++     * Redistributions in binary form must reproduce the above+	   copyright notice, this list of conditions and the following+	   disclaimer in the documentation and/or other materials+	   provided with the distribution.++     * The names of contributors to this software may not be used+	   to endorse or promote products derived from this software+	   without specific prior written permission. ++       THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS+	   ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT+	   LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS+	   FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE+	   REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,+	   INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,+	   BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;+	   LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER+	   CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT+	   LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN+	   ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +	   POSSIBILITY OF SUCH DAMAGE. +++    Cass Everitt - cass@r3.nu+*/++/*+glh_linear.h+*/++// Author:  Cass W. Everitt++#ifndef GLH_LINEAR_H+#define GLH_LINEAR_H++#include <memory.h>+#include <math.h>+#include <assert.h>++// only supports float for now...+#define GLH_REAL_IS_FLOAT++#ifdef GLH_REAL_IS_FLOAT+# define GLH_REAL float+# define GLH_REAL_NAMESPACE ns_float+#endif++#define     GLH_QUATERNION_NORMALIZATION_THRESHOLD  64++#define     GLH_RAD_TO_DEG      GLH_REAL(57.2957795130823208767981548141052)+#define     GLH_DEG_TO_RAD      GLH_REAL(0.0174532925199432957692369076848861)+#define     GLH_ZERO            GLH_REAL(0.0)+#define     GLH_ONE             GLH_REAL(1.0)+#define     GLH_TWO             GLH_REAL(2.0)+#define     GLH_EPSILON         GLH_REAL(10e-6)+#define     GLH_PI              GLH_REAL(3.1415926535897932384626433832795)    ++#define     equivalent(a,b)     (((a < b + GLH_EPSILON) && (a > b - GLH_EPSILON)) ? true : false)++namespace glh+{++	inline GLH_REAL to_degrees(GLH_REAL radians) { return radians*GLH_RAD_TO_DEG; }+	inline GLH_REAL to_radians(GLH_REAL degrees) { return degrees*GLH_DEG_TO_RAD; }++	// forward declarations for friend template functions.+	template <int N, class T> class vec;+	+	// forward declarations for friend template functions.+	template <int N, class T>+		bool operator == ( const vec<N,T> & v1, const vec<N,T> & v2 );+	+	// forward declarations for friend template functions.+	template <int N, class T>+		bool operator != ( const vec<N,T> & v1, const vec<N,T> & v2 );++	template <int N, class T>	+	class vec+	{				+    public:+		int size() const { return N; }+		+		vec(const T & t = T()) +		{ for(int i = 0; i < N; i++) v[i] = t; }+		vec(const T * tp)+		{ for(int i = 0; i < N; i++) v[i] = tp[i]; }+		+		const T * get_value() const+		{ return v; }+		+		+		T dot( const vec<N,T> & rhs ) const+		{ +			T r = 0;+			for(int i = 0; i < N; i++) r += v[i]*rhs.v[i];+			return r;+		}+		+		T length() const+		{+			T r = 0;+			for(int i = 0; i < N; i++) r += v[i]*v[i]; +			return T(sqrt(r));+		}	+		+		T square_norm() const+		{+			T r = 0;+			for(int i = 0; i < N; i++) r += v[i]*v[i]; +			return r;+		}	+		+		void  negate()+		{ for(int i = 0; i < N; i++) v[i] = -v[i]; }+		+		+		T normalize() +		{ +			T sum(0);+			for(int i = 0; i < N; i++) +                sum += v[i]*v[i];+			sum = T(sqrt(sum));+            if (sum > GLH_EPSILON)+			    for(int i = 0; i < N; i++) +                    v[i] /= sum;+			return sum;+		}+		+		+		vec<N,T> & set_value( const T * rhs )+		{ for(int i = 0; i < N; i++) v[i] = rhs[i]; return *this; }+		+		T & operator [] ( int i )+		{ return v[i]; }+		+		const T & operator [] ( int i ) const+		{ return v[i]; }++		vec<N,T> & operator *= ( T d )+		{ for(int i = 0; i < N; i++) v[i] *= d; return *this;}+		+		vec<N,T> & operator *= ( const vec<N,T> & u )+		{ for(int i = 0; i < N; i++) v[i] *= u[i]; return *this;}+		+		vec<N,T> & operator /= ( T d )+		{ if(d == 0) return *this; for(int i = 0; i < N; i++) v[i] /= d; return *this;}+		+		vec<N,T> & operator += ( const vec<N,T> & u )+		{ for(int i = 0; i < N; i++) v[i] += u.v[i]; return *this;}+		+		vec<N,T> & operator -= ( const vec<N,T> & u )+		{ for(int i = 0; i < N; i++) v[i] -= u.v[i]; return *this;}+		+		+		vec<N,T> operator - () const+		{ vec<N,T> rv = v; rv.negate(); return rv; }+		+		vec<N,T> operator + ( const vec<N,T> &v) const+		{ vec<N,T> rt(*this); return rt += v; }+		+		vec<N,T> operator - ( const vec<N,T> &v) const+		{ vec<N,T> rt(*this); return rt -= v; }+		+		vec<N,T> operator * ( T d) const+		{ vec<N,T> rt(*this); return rt *= d; }+		+		friend bool operator == <> ( const vec<N,T> &v1, const vec<N,T> &v2 );+		friend bool operator != <> ( const vec<N,T> &v1, const vec<N,T> &v2 );+		+		+	//protected:+		T v[N];+	};+	+	+	+	// vector friend operators+	+	template <int N, class T> inline+		vec<N,T> operator * ( const vec<N,T> & b, T d )+	{+		vec<N,T> rt(b);+		return rt *= d;+	}++	template <int N, class T> inline+		vec<N,T> operator * ( T d, const vec<N,T> & b )+	{ return b*d; }+	+	template <int N, class T> inline+		vec<N,T> operator * ( const vec<N,T> & b, const vec<N,T> & d )+	{+		vec<N,T> rt(b);+		return rt *= d;+	}++	template <int N, class T> inline+		vec<N,T> operator / ( const vec<N,T> & b, T d )+	{ vec<N,T> rt(b); return rt /= d; }+	+	template <int N, class T> inline+		vec<N,T> operator + ( const vec<N,T> & v1, const vec<N,T> & v2 )+	{ vec<N,T> rt(v1); return rt += v2; }+	+	template <int N, class T> inline+		vec<N,T> operator - ( const vec<N,T> & v1, const vec<N,T> & v2 )+	{ vec<N,T> rt(v1); return rt -= v2; }+	+	+	template <int N, class T> inline+		bool operator == ( const vec<N,T> & v1, const vec<N,T> & v2 )+	{+		for(int i = 0; i < N; i++)+			if(v1.v[i] != v2.v[i])+				return false;+			return true;+	}+	+	template <int N, class T> inline+		bool operator != ( const vec<N,T> & v1, const vec<N,T> & v2 )+	{ return !(v1 == v2); }+	++	typedef vec<3,unsigned char> vec3ub;+	typedef vec<4,unsigned char> vec4ub;++++++	namespace GLH_REAL_NAMESPACE+	{+	typedef GLH_REAL real;++	class line;+	class plane;+	class matrix4;+	class quaternion;+	typedef quaternion rotation; +  +	class vec2 : public vec<2,real>+	{+    public:+		vec2(const real & t = real()) : vec<2,real>(t)+		{}+		vec2(const vec<2,real> & t) : vec<2,real>(t)+		{}+		vec2(const real * tp) : vec<2,real>(tp)+		{}+		+		vec2(real x, real y )+		{ v[0] = x; v[1] = y; }+		+		void get_value(real & x, real & y) const+		{ x = v[0]; y = v[1]; }+		+		vec2 & set_value( const real & x, const real & y)+		{ v[0] = x; v[1] = y; return *this; }+		+	};+	+	+	class vec3 : public vec<3,real>+	{+    public:+		vec3(const real & t = real()) : vec<3,real>(t)+		{}+		vec3(const vec<3,real> & t) : vec<3,real>(t)+		{}+		vec3(const real * tp) : vec<3,real>(tp)+		{}+		+		vec3(real x, real y, real z)+		{ v[0] = x; v[1] = y; v[2] = z; }+		+		void get_value(real & x, real & y, real & z) const+		{ x = v[0]; y = v[1]; z = v[2]; }+		+		vec3 cross( const vec3 &rhs ) const+		{+			vec3 rt;+			rt.v[0] = v[1]*rhs.v[2]-v[2]*rhs.v[1];+			rt.v[1] = v[2]*rhs.v[0]-v[0]*rhs.v[2];+			rt.v[2] = v[0]*rhs.v[1]-v[1]*rhs.v[0];	+			return rt;+		}+		+		vec3 & set_value( const real & x, const real & y, const real & z)+		{ v[0] = x; v[1] = y; v[2] = z; return *this; }+		+	};++  		+    class vec4 : public vec<4,real>+    {+    public:+        vec4(const real & t = real()) : vec<4,real>(t)+        {}+        vec4(const vec<4,real> & t) : vec<4,real>(t)+        {}++        vec4(const vec<3,real> & t, real fourth)++        { v[0] = t.v[0]; v[1] = t.v[1]; v[2] = t.v[2]; v[3] = fourth; }+        vec4(const real * tp) : vec<4,real>(tp)+        {}+        vec4(real x, real y, real z, real w)+        { v[0] = x; v[1] = y; v[2] = z; v[3] = w; }++        void get_value(real & x, real & y, real & z, real & w) const+        { x = v[0]; y = v[1]; z = v[2]; w = v[3]; }+  +        vec4 & set_value( const real & x, const real & y, const real & z, const real & w)+        { v[0] = x; v[1] = y; v[2] = z; v[3] = w; return *this; }+    };++    inline+    vec3 homogenize(const vec4 & v)+    {+      vec3 rt;+      assert(v.v[3] != GLH_ZERO);+      rt.v[0] = v.v[0]/v.v[3];+      rt.v[1] = v.v[1]/v.v[3];+      rt.v[2] = v.v[2]/v.v[3];+      return rt;+    }+  +++    class line+    {+    public:+  +        line()+        { set_value(vec3(0,0,0),vec3(0,0,1)); }++        line( const vec3 & p0, const vec3 &p1)+        { set_value(p0,p1); }++        void set_value( const vec3 &p0, const vec3 &p1)+        {+          position = p0;+          direction = p1-p0;+          direction.normalize();+        }+  +        bool get_closest_points(const line &line2, +					          vec3 &pointOnThis,+					          vec3 &pointOnThat)+        {+  +          // quick check to see if parallel -- if so, quit.+          if(fabs(direction.dot(line2.direction)) == 1.0)+	          return 0;+          line l2 = line2;+  +          // Algorithm: Brian Jean+          // +          register real u;+          register real v;+          vec3 Vr = direction;+          vec3 Vs = l2.direction;+          register real Vr_Dot_Vs = Vr.dot(Vs);+          register real detA = real(1.0 - (Vr_Dot_Vs * Vr_Dot_Vs));+          vec3 C = l2.position - position;+          register real C_Dot_Vr =  C.dot(Vr);+          register real C_Dot_Vs =  C.dot(Vs);+  +          u = (C_Dot_Vr - Vr_Dot_Vs * C_Dot_Vs)/detA;+          v = (C_Dot_Vr * Vr_Dot_Vs - C_Dot_Vs)/detA;+  +          pointOnThis = position;+          pointOnThis += direction * u;+          pointOnThat = l2.position;+          pointOnThat += l2.direction * v;+  +          return 1;+        }+  +        vec3 get_closest_point(const vec3 &point)+        {+          vec3 np = point - position;+          vec3 rp = direction*direction.dot(np)+position;+          return rp;+        }+  +        const vec3 & get_position() const {return position;}++        const vec3 & get_direction() const {return direction;}+  +    //protected:+        vec3 position;+        vec3 direction;+    };+  +  +++++++++++++++  +  ++++++++++++  // matrix++  +  class matrix4+  {+    +  public:+        +    matrix4() { make_identity(); }+    +	matrix4( real r ) +	{ set_value(r); }++	matrix4( real * m )+	{ set_value(m); }+    +    matrix4( real a00, real a01, real a02, real a03,+	       real a10, real a11, real a12, real a13,+		   real a20, real a21, real a22, real a23,+		   real a30, real a31, real a32, real a33 )+	{+		element(0,0) = a00;+		element(0,1) = a01;+		element(0,2) = a02;+		element(0,3) = a03;+		+		element(1,0) = a10;+		element(1,1) = a11;+		element(1,2) = a12;+		element(1,3) = a13;+		+		element(2,0) = a20;+		element(2,1) = a21;+		element(2,2) = a22;+		element(2,3) = a23;+		+		element(3,0) = a30;+		element(3,1) = a31;+		element(3,2) = a32;+		element(3,3) = a33;+	}+            +    +    void get_value( real * mp ) const+	{+		int c = 0;+		for(int j=0; j < 4; j++)+			for(int i=0; i < 4; i++)+				mp[c++] = element(i,j);+	}+    +    +    const real * get_value() const+	{ return m; }+    +	void set_value( real * mp)+	{+		int c = 0;+		for(int j=0; j < 4; j++)+			for(int i=0; i < 4; i++)+				element(i,j) = mp[c++];+	}+    +	void set_value( real r ) +	{+		for(int i=0; i < 4; i++)+			for(int j=0; j < 4; j++)+				element(i,j) = r;+	}+    +    void make_identity()+	{+		element(0,0) = 1.0;+		element(0,1) = 0.0;+		element(0,2) = 0.0; +		element(0,3) = 0.0;+		+		element(1,0) = 0.0;+		element(1,1) = 1.0; +		element(1,2) = 0.0;+		element(1,3) = 0.0;+		+		element(2,0) = 0.0;+		element(2,1) = 0.0;+		element(2,2) = 1.0;+		element(2,3) = 0.0;+		+		element(3,0) = 0.0; +		element(3,1) = 0.0; +		element(3,2) = 0.0;+		element(3,3) = 1.0;+	}+	+	+    static matrix4 identity()+	{+		static matrix4 mident (+			1.0, 0.0, 0.0, 0.0,+			0.0, 1.0, 0.0, 0.0,+			0.0, 0.0, 1.0, 0.0,+			0.0, 0.0, 0.0, 1.0  );+		return mident;+	}+    +        +    void set_scale( real s )+	{+		element(0,0) = s;+		element(1,1) = s;+		element(2,2) = s;+	}+    +    void set_scale( const vec3 & s )+	{+		element(0,0) = s.v[0];+		element(1,1) = s.v[1];+		element(2,2) = s.v[2];+	}+    +    +    void set_translate( const vec3 & t )+	{+		element(0,3) = t.v[0];+		element(1,3) = t.v[1];+		element(2,3) = t.v[2];+	}+    +	void set_row(int r, const vec4 & t)+	{+		element(r,0) = t.v[0];+		element(r,1) = t.v[1];+		element(r,2) = t.v[2];+		element(r,3) = t.v[3];+	}++	void set_column(int c, const vec4 & t)+	{+		element(0,c) = t.v[0];+		element(1,c) = t.v[1];+		element(2,c) = t.v[2];+		element(3,c) = t.v[3];+	}++    +	void get_row(int r, vec4 & t) const+	{+		t.v[0] = element(r,0);+		t.v[1] = element(r,1);+		t.v[2] = element(r,2);+		t.v[3] = element(r,3);+	}++	vec4 get_row(int r) const+	{+		vec4 v; get_row(r, v);+		return v;+	}++	void get_column(int c, vec4 & t) const+	{+		t.v[0] = element(0,c);+		t.v[1] = element(1,c);+		t.v[2] = element(2,c);+		t.v[3] = element(3,c);+	}++	vec4 get_column(int c) const+	{+		vec4 v; get_column(c, v);+		return v;+	}++    matrix4 inverse() const+	{+		matrix4 minv;+		+		real r1[8], r2[8], r3[8], r4[8];+		real *s[4], *tmprow;+		+		s[0] = &r1[0];+		s[1] = &r2[0];+		s[2] = &r3[0];+		s[3] = &r4[0];+		+		register int i,j,p,jj;+		for(i=0;i<4;i++)+		{+			for(j=0;j<4;j++)+			{+				s[i][j] = element(i,j);+				if(i==j) s[i][j+4] = 1.0;+				else     s[i][j+4] = 0.0;+			}+		}+		real scp[4];+		for(i=0;i<4;i++)+		{+			scp[i] = real(fabs(s[i][0]));+			for(j=1;j<4;j++)+				if(real(fabs(s[i][j])) > scp[i]) scp[i] = real(fabs(s[i][j]));+				if(scp[i] == 0.0) return minv; // singular matrix!+		}+		+		int pivot_to;+		real scp_max;+		for(i=0;i<4;i++)+		{+			// select pivot row+			pivot_to = i;+			scp_max = real(fabs(s[i][i]/scp[i]));+			// find out which row should be on top+			for(p=i+1;p<4;p++)+				if(real(fabs(s[p][i]/scp[p])) > scp_max)+				{ scp_max = real(fabs(s[p][i]/scp[p])); pivot_to = p; }+				// Pivot if necessary+				if(pivot_to != i)+				{+					tmprow = s[i];+					s[i] = s[pivot_to];+					s[pivot_to] = tmprow;+					real tmpscp;+					tmpscp = scp[i];+					scp[i] = scp[pivot_to];+					scp[pivot_to] = tmpscp;+				}+				+				real mji;+				// perform gaussian elimination+				for(j=i+1;j<4;j++)+				{+					mji = s[j][i]/s[i][i];+					s[j][i] = 0.0;+					for(jj=i+1;jj<8;jj++)+						s[j][jj] -= mji*s[i][jj];+				}+		}+		if(s[3][3] == 0.0) return minv; // singular matrix!+		+		//+		// Now we have an upper triangular matrix.+		//+		//  x x x x | y y y y+		//  0 x x x | y y y y +		//  0 0 x x | y y y y+		//  0 0 0 x | y y y y+		//+		//  we'll back substitute to get the inverse+		//+		//  1 0 0 0 | z z z z+		//  0 1 0 0 | z z z z+		//  0 0 1 0 | z z z z+		//  0 0 0 1 | z z z z +		//+		+		real mij;+		for(i=3;i>0;i--)+		{+			for(j=i-1;j > -1; j--)+			{+				mij = s[j][i]/s[i][i];+				for(jj=j+1;jj<8;jj++)+					s[j][jj] -= mij*s[i][jj];+			}+		}+		+		for(i=0;i<4;i++)+			for(j=0;j<4;j++)+				minv(i,j) = s[i][j+4] / s[i][i];+			+			return minv;+	}+    +    +    matrix4 transpose() const+	{+		matrix4 mtrans;+		+		for(int i=0;i<4;i++)+			for(int j=0;j<4;j++)+				mtrans(i,j) = element(j,i);		+		return mtrans;+	}+    +    matrix4 & mult_right( const matrix4 & b )+	{+		matrix4 mt(*this);+		set_value(real(0));++		for(int i=0; i < 4; i++)+			for(int j=0; j < 4; j++)+				for(int c=0; c < 4; c++)+					element(i,j) += mt(i,c) * b(c,j);+		return *this;+	}    ++    matrix4 & mult_left( const matrix4 & b )+	{+		matrix4 mt(*this);+		set_value(real(0));++		for(int i=0; i < 4; i++)+			for(int j=0; j < 4; j++)+				for(int c=0; c < 4; c++)+					element(i,j) += b(i,c) * mt(c,j);+		return *this;+	}+	+	// dst = M * src+    void mult_matrix_vec( const vec3 &src, vec3 &dst ) const+	{+		real w = (+			src.v[0] * element(3,0) ++			src.v[1] * element(3,1) + +			src.v[2] * element(3,2) ++			element(3,3)          );+        +        assert(w != GLH_ZERO);++        dst.v[0]  = (+			src.v[0] * element(0,0) ++			src.v[1] * element(0,1) ++			src.v[2] * element(0,2) ++			element(0,3)          ) / w;+		dst.v[1]  = (+			src.v[0] * element(1,0) ++			src.v[1] * element(1,1) ++			src.v[2] * element(1,2) ++			element(1,3)          ) / w;+		dst.v[2]  = (+			src.v[0] * element(2,0) ++			src.v[1] * element(2,1) + +			src.v[2] * element(2,2) ++			element(2,3)          ) / w;+	}+    +	void mult_matrix_vec( vec3 & src_and_dst) const+	{ mult_matrix_vec(vec3(src_and_dst), src_and_dst); }+++    // dst = src * M+    void mult_vec_matrix( const vec3 &src, vec3 &dst ) const+	{+		real w = (+			src.v[0] * element(0,3) ++			src.v[1] * element(1,3) ++			src.v[2] * element(2,3) ++			element(3,3)          );+        +        assert(w != GLH_ZERO);++		dst.v[0]  = (+			src.v[0] * element(0,0) ++			src.v[1] * element(1,0) + +			src.v[2] * element(2,0) + +			element(3,0)          ) / w;+		dst.v[1]  = (+			src.v[0] * element(0,1) ++			src.v[1] * element(1,1) ++			src.v[2] * element(2,1) ++			element(3,1)          ) / w;+		dst.v[2]  = (+			src.v[0] * element(0,2) ++			src.v[1] * element(1,2) ++			src.v[2] * element(2,2) ++			element(3,2)          ) / w;+	}+        ++	void mult_vec_matrix( vec3 & src_and_dst) const+	{ mult_vec_matrix(vec3(src_and_dst), src_and_dst); }++	// dst = M * src+    void mult_matrix_vec( const vec4 &src, vec4 &dst ) const+	{+        dst.v[0]  = (+			src.v[0] * element(0,0) ++			src.v[1] * element(0,1) ++			src.v[2] * element(0,2) ++			src.v[3] * element(0,3));+		dst.v[1]  = (+			src.v[0] * element(1,0) ++			src.v[1] * element(1,1) ++			src.v[2] * element(1,2) ++			src.v[3] * element(1,3));+		dst.v[2]  = (+			src.v[0] * element(2,0) ++			src.v[1] * element(2,1) + +			src.v[2] * element(2,2) ++			src.v[3] * element(2,3));+		dst.v[3] = (+			src.v[0] * element(3,0) ++			src.v[1] * element(3,1) + +			src.v[2] * element(3,2) ++			src.v[3] * element(3,3));+	}+    +	void mult_matrix_vec( vec4 & src_and_dst) const+	{ mult_matrix_vec(vec4(src_and_dst), src_and_dst); }+++    // dst = src * M+    void mult_vec_matrix( const vec4 &src, vec4 &dst ) const+	{+		dst.v[0]  = (+			src.v[0] * element(0,0) ++			src.v[1] * element(1,0) + +			src.v[2] * element(2,0) + +			src.v[3] * element(3,0));+		dst.v[1]  = (+			src.v[0] * element(0,1) ++			src.v[1] * element(1,1) ++			src.v[2] * element(2,1) ++			src.v[3] * element(3,1));+		dst.v[2]  = (+			src.v[0] * element(0,2) ++			src.v[1] * element(1,2) ++			src.v[2] * element(2,2) ++			src.v[3] * element(3,2));+		dst.v[3] = (+			src.v[0] * element(0,3) ++			src.v[1] * element(1,3) ++			src.v[2] * element(2,3) ++			src.v[3] * element(3,3));+	}+        ++	void mult_vec_matrix( vec4 & src_and_dst) const+	{ mult_vec_matrix(vec4(src_and_dst), src_and_dst); }++    +    // dst = M * src+    void mult_matrix_dir( const vec3 &src, vec3 &dst ) const+	{+		dst.v[0]  = (+			src.v[0] * element(0,0) ++			src.v[1] * element(0,1) ++			src.v[2] * element(0,2) ) ;+		dst.v[1]  = ( +			src.v[0] * element(1,0) ++			src.v[1] * element(1,1) ++			src.v[2] * element(1,2) ) ;+		dst.v[2]  = ( +			src.v[0] * element(2,0) ++			src.v[1] * element(2,1) + +			src.v[2] * element(2,2) ) ;+	}+        ++	void mult_matrix_dir( vec3 & src_and_dst) const+	{ mult_matrix_dir(vec3(src_and_dst), src_and_dst); }+++	// dst = src * M+    void mult_dir_matrix( const vec3 &src, vec3 &dst ) const+	{+		dst.v[0]  = ( +			src.v[0] * element(0,0) ++			src.v[1] * element(1,0) ++			src.v[2] * element(2,0) ) ;+		dst.v[1]  = ( +			src.v[0] * element(0,1) ++			src.v[1] * element(1,1) ++			src.v[2] * element(2,1) ) ;+		dst.v[2]  = (+			src.v[0] * element(0,2) ++			src.v[1] * element(1,2) + +			src.v[2] * element(2,2) ) ;+	}+    +    +	void mult_dir_matrix( vec3 & src_and_dst) const+	{ mult_dir_matrix(vec3(src_and_dst), src_and_dst); }+++    real & operator () (int row, int col)+    { return element(row,col); }++    const real & operator () (int row, int col) const+    { return element(row,col); }++	real & element (int row, int col)+    { return m[row | (col<<2)]; }++    const real & element (int row, int col) const+    { return m[row | (col<<2)]; }++    matrix4 & operator *= ( const matrix4 & mat )+	{+		mult_right( mat );+		return *this;+	}+    +    matrix4 & operator *= ( const real & r )+	{+		for (int i = 0; i < 4; ++i)+        {+            element(0,i) *= r;+            element(1,i) *= r;+            element(2,i) *= r;+            element(3,i) *= r;+        }+		return *this;+	}++    matrix4 & operator += ( const matrix4 & mat )+	{+		for (int i = 0; i < 4; ++i)+        {+            element(0,i) += mat.element(0,i);+            element(1,i) += mat.element(1,i);+            element(2,i) += mat.element(2,i);+            element(3,i) += mat.element(3,i);+        }+		return *this;+	}++    friend matrix4 operator * ( const matrix4 & m1,	const matrix4 & m2 );+    friend bool operator == ( const matrix4 & m1, const matrix4 & m2 );+    friend bool operator != ( const matrix4 & m1, const matrix4 & m2 );+    +  //protected:+	  real m[16];+  };+  +  inline  +  matrix4 operator * ( const matrix4 & m1, const matrix4 & m2 )+  {+	  matrix4 product;+	  +	  product = m1;+	  product.mult_right(m2);+	  +	  return product;+  }+  +  inline+  bool operator ==( const matrix4 &m1, const matrix4 &m2 )+  {+	  return ( +		  m1(0,0) == m2(0,0) &&+		  m1(0,1) == m2(0,1) &&+		  m1(0,2) == m2(0,2) &&+		  m1(0,3) == m2(0,3) &&+		  m1(1,0) == m2(1,0) &&+		  m1(1,1) == m2(1,1) &&+		  m1(1,2) == m2(1,2) &&+		  m1(1,3) == m2(1,3) &&+		  m1(2,0) == m2(2,0) &&+		  m1(2,1) == m2(2,1) &&+		  m1(2,2) == m2(2,2) &&+		  m1(2,3) == m2(2,3) &&+		  m1(3,0) == m2(3,0) &&+		  m1(3,1) == m2(3,1) &&+		  m1(3,2) == m2(3,2) &&+		  m1(3,3) == m2(3,3) );+  }+  +  inline+  bool operator != ( const matrix4 & m1, const matrix4 & m2 )+  { return !( m1 == m2 ); }  +++++++++++++  +    class quaternion+    {+    public:+    +    quaternion()+    {+        *this = identity();+    }++    quaternion( const real v[4] )+    {+        set_value( v );+    }+++    quaternion( real q0, real q1, real q2, real q3 )+    {+        set_value( q0, q1, q2, q3 );+    }+++    quaternion( const matrix4 & m )+    {+        set_value( m );+    }+++    quaternion( const vec3 &axis, real radians )+    {+        set_value( axis, radians );+    }+++    quaternion( const vec3 &rotateFrom, const vec3 &rotateTo )+    {+        set_value( rotateFrom, rotateTo );+    }++    quaternion( const vec3 & from_look, const vec3 & from_up,+		      const vec3 & to_look, const vec3& to_up)+    {+	    set_value(from_look, from_up, to_look, to_up);+    }++    const real * get_value() const+    {+        return  &q[0];+    }++    void get_value( real &q0, real &q1, real &q2, real &q3 ) const+    {+        q0 = q[0];+        q1 = q[1];+        q2 = q[2];+        q3 = q[3];+    }++    quaternion & set_value( real q0, real q1, real q2, real q3 )+    {+        q[0] = q0;+        q[1] = q1;+        q[2] = q2;+        q[3] = q3;+        counter = 0;+        return *this;+    }++    void get_value( vec3 &axis, real &radians ) const+    {+        radians = real(acos( q[3] ) * GLH_TWO);+        if ( radians == GLH_ZERO )+            axis = vec3( 0.0, 0.0, 1.0 );+        else+        {+            axis.v[0] = q[0];+            axis.v[1] = q[1];+            axis.v[2] = q[2];+            axis.normalize();+        }+    }++    void get_value( matrix4 & m ) const+    {+        real s, xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;++        real norm = q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3];++        s = (equivalent(norm,GLH_ZERO)) ? GLH_ZERO : ( GLH_TWO / norm );++        xs = q[0] * s;+        ys = q[1] * s;+        zs = q[2] * s;++        wx = q[3] * xs;+        wy = q[3] * ys;+        wz = q[3] * zs;++        xx = q[0] * xs;+        xy = q[0] * ys;+        xz = q[0] * zs;++        yy = q[1] * ys;+        yz = q[1] * zs;+        zz = q[2] * zs;++        m(0,0) = real( GLH_ONE - ( yy + zz ));+        m(1,0) = real ( xy + wz );+        m(2,0) = real ( xz - wy );++        m(0,1) = real ( xy - wz );+        m(1,1) = real ( GLH_ONE - ( xx + zz ));+        m(2,1) = real ( yz + wx );++        m(0,2) = real ( xz + wy );+        m(1,2) = real ( yz - wx );+        m(2,2) = real ( GLH_ONE - ( xx + yy ));++        m(3,0) = m(3,1) = m(3,2) = m(0,3) = m(1,3) = m(2,3) = GLH_ZERO;+        m(3,3) = GLH_ONE;+    }++    quaternion & set_value( const real * qp )+    {+        memcpy(q,qp,sizeof(real) * 4);++        counter = 0;+        return *this;+    }++    quaternion & set_value( const matrix4 & m )+    {+        real tr, s;+        int i, j, k;+        const int nxt[3] = { 1, 2, 0 };++        tr = m(0,0) + m(1,1) + m(2,2);++        if ( tr > GLH_ZERO )+        {+            s = real(sqrt( tr + m(3,3) ));+            q[3] = real ( s * 0.5 );+            s = real(0.5) / s;++            q[0] = real ( ( m(1,2) - m(2,1) ) * s );+            q[1] = real ( ( m(2,0) - m(0,2) ) * s );+            q[2] = real ( ( m(0,1) - m(1,0) ) * s );+        }+        else+        {+            i = 0;+            if ( m(1,1) > m(0,0) )+              i = 1;++            if ( m(2,2) > m(i,i) )+              i = 2;++            j = nxt[i];+            k = nxt[j];++            s = real(sqrt( ( m(i,j) - ( m(j,j) + m(k,k) )) + GLH_ONE ));++            q[i] = real ( s * 0.5 );+            s = real(0.5 / s);++            q[3] = real ( ( m(j,k) - m(k,j) ) * s );+            q[j] = real ( ( m(i,j) + m(j,i) ) * s );+            q[k] = real ( ( m(i,k) + m(k,i) ) * s );+        }++        counter = 0;+        return *this;+    }++    quaternion & set_value( const vec3 &axis, real theta )+    {+        real sqnorm = axis.square_norm();++        if (sqnorm <= GLH_EPSILON)+        {+            // axis too small.+            x = y = z = 0.0;+            w = 1.0;+        } +        else +        {+            theta *= real(0.5);+            real sin_theta = real(sin(theta));++            if (!equivalent(sqnorm,GLH_ONE)) +              sin_theta /= real(sqrt(sqnorm));+            x = sin_theta * axis.v[0];+            y = sin_theta * axis.v[1];+            z = sin_theta * axis.v[2];+            w = real(cos(theta));+        }+        return *this;+    }++    quaternion & set_value( const vec3 & rotateFrom, const vec3 & rotateTo )+    {+        vec3 p1, p2;+        real alpha;++        p1 = rotateFrom; +        p1.normalize();+        p2 = rotateTo;  +        p2.normalize();++        alpha = p1.dot(p2);++        if(equivalent(alpha,GLH_ONE))+        { +            *this = identity(); +            return *this; +        }++        // ensures that the anti-parallel case leads to a positive dot+        if(equivalent(alpha,-GLH_ONE))+        {+            vec3 v;++            if(p1.v[0] != p1.v[1] || p1.v[0] != p1.v[2])+    	        v = vec3(p1.v[1], p1.v[2], p1.v[0]);+            else+    	        v = vec3(-p1.v[0], p1.v[1], p1.v[2]);++            v -= p1 * p1.dot(v);+            v.normalize();++            set_value(v, GLH_PI);+            return *this;+        }++        p1 = p1.cross(p2);  +        p1.normalize();+        set_value(p1,real(acos(alpha)));++        counter = 0;+        return *this;+    }++    quaternion & set_value( const vec3 & from_look, const vec3 & from_up,+		      const vec3 & to_look, const vec3 & to_up)+    {+	    quaternion r_look = quaternion(from_look, to_look);+	    +	    vec3 rotated_from_up(from_up);+	    r_look.mult_vec(rotated_from_up);+	    +	    quaternion r_twist = quaternion(rotated_from_up, to_up);+	    +	    *this = r_twist;+	    *this *= r_look;+	    return *this;+    }++    quaternion & operator *= ( const quaternion & qr )+    {+        quaternion ql(*this);+   +        w = ql.w * qr.w - ql.x * qr.x - ql.y * qr.y - ql.z * qr.z;+        x = ql.w * qr.x + ql.x * qr.w + ql.y * qr.z - ql.z * qr.y;+        y = ql.w * qr.y + ql.y * qr.w + ql.z * qr.x - ql.x * qr.z;+        z = ql.w * qr.z + ql.z * qr.w + ql.x * qr.y - ql.y * qr.x;++        counter += qr.counter;+        counter++;+        counter_normalize();+        return *this;+    }++    void normalize()+    {+        real rnorm = GLH_ONE / real(sqrt(w * w + x * x + y * y + z * z));+        if (equivalent(rnorm, GLH_ZERO))+            return;+        x *= rnorm;+        y *= rnorm;+        z *= rnorm;+        w *= rnorm;+        counter = 0;+    }++    friend bool operator == ( const quaternion & q1, const quaternion & q2 );      ++    friend bool operator != ( const quaternion & q1, const quaternion & q2 );++    friend quaternion operator * ( const quaternion & q1, const quaternion & q2 );++    bool equals( const quaternion & r, real tolerance ) const+    {+        real t;++        t = (+			(q[0]-r.q[0])*(q[0]-r.q[0]) ++            (q[1]-r.q[1])*(q[1]-r.q[1]) ++            (q[2]-r.q[2])*(q[2]-r.q[2]) ++            (q[3]-r.q[3])*(q[3]-r.q[3]) );+        if(t > GLH_EPSILON) +            return false;+        return 1;+    }++    quaternion & conjugate()+    {+        q[0] *= -GLH_ONE;+        q[1] *= -GLH_ONE;+        q[2] *= -GLH_ONE;+        return *this;+    }++    quaternion & invert()+    {+        return conjugate();+    }++    quaternion inverse() const+    {+        quaternion r = *this;+        return r.invert();+    }++    //+    // Quaternion multiplication with cartesian vector+    // v' = q*v*q(star)+    //+    void mult_vec( const vec3 &src, vec3 &dst ) const+    {+        real v_coef = w * w - x * x - y * y - z * z;                     +        real u_coef = GLH_TWO * (src.v[0] * x + src.v[1] * y + src.v[2] * z);  +        real c_coef = GLH_TWO * w;                                       ++        dst.v[0] = v_coef * src.v[0] + u_coef * x + c_coef * (y * src.v[2] - z * src.v[1]);+        dst.v[1] = v_coef * src.v[1] + u_coef * y + c_coef * (z * src.v[0] - x * src.v[2]);+        dst.v[2] = v_coef * src.v[2] + u_coef * z + c_coef * (x * src.v[1] - y * src.v[0]);+    }++    void mult_vec( vec3 & src_and_dst) const+    {+        mult_vec(vec3(src_and_dst), src_and_dst);+    }++    void scale_angle( real scaleFactor )+    {+        vec3 axis;+        real radians;++        get_value(axis, radians);+        radians *= scaleFactor;+        set_value(axis, radians);+    }++    static quaternion slerp( const quaternion & p, const quaternion & q, real alpha )+    {+        quaternion r;++        real cos_omega = p.x * q.x + p.y * q.y + p.z * q.z + p.w * q.w;+        // if B is on opposite hemisphere from A, use -B instead+      +        int bflip;+        if ( ( bflip = (cos_omega < GLH_ZERO)) )+            cos_omega = -cos_omega;++        // complementary interpolation parameter+        real beta = GLH_ONE - alpha;     ++        if(cos_omega <= GLH_ONE - GLH_EPSILON)+            return p;++        real omega = real(acos(cos_omega));+        real one_over_sin_omega = GLH_ONE / real(sin(omega));++        beta    = real(sin(omega*beta)  * one_over_sin_omega);+        alpha   = real(sin(omega*alpha) * one_over_sin_omega);++        if (bflip)+            alpha = -alpha;++        r.x = beta * p.q[0]+ alpha * q.q[0];+        r.y = beta * p.q[1]+ alpha * q.q[1];+        r.z = beta * p.q[2]+ alpha * q.q[2];+        r.w = beta * p.q[3]+ alpha * q.q[3];+        return r;+    }++    static quaternion identity()+    {+        static quaternion ident( vec3( 0.0, 0.0, 0.0 ), GLH_ONE );+        return ident;+    }++    real & operator []( int i )+    {+        assert(i < 4);+        return q[i];+    }++    const real & operator []( int i ) const+    {+        assert(i < 4);+        return q[i];+    }++    protected:++        void counter_normalize()+        {+            if (counter > GLH_QUATERNION_NORMALIZATION_THRESHOLD)+                normalize();+        }++        union +        {+            struct +            {+                real q[4];+            };+            struct +            {+                real x;+                real y;+                real z;+                real w;+            };+        };++        // renormalization counter+        unsigned char counter;+    };++    inline+    bool operator == ( const quaternion & q1, const quaternion & q2 )+    {+        return (equivalent(q1.x, q2.x) &&+		        equivalent(q1.y, q2.y) &&+		        equivalent(q1.z, q2.z) &&+		        equivalent(q1.w, q2.w) );+    }++    inline+    bool operator != ( const quaternion & q1, const quaternion & q2 )+    { +        return ! ( q1 == q2 ); +    }++    inline+    quaternion operator * ( const quaternion & q1, const quaternion & q2 )+    {	+        quaternion r(q1); +        r *= q2; +        return r; +    }+  +      +    ++++++  +  +  class plane+  {+  public:+	  +	  plane()+      {+		  planedistance = 0.0;+		  planenormal.set_value( 0.0, 0.0, 1.0 );+      }+	  +	  +	  plane( const vec3 &p0, const vec3 &p1, const vec3 &p2 )+      {+		  vec3 v0 = p1 - p0;+		  vec3 v1 = p2 - p0;+		  planenormal = v0.cross(v1);  +		  planenormal.normalize();+		  planedistance = p0.dot(planenormal);+      }+	  +	  plane( const vec3 &normal, real distance )+      {+		  planedistance = distance;+		  planenormal = normal;+		  planenormal.normalize();+      }+	  +	  plane( const vec3 &normal, const vec3 &point )+      {+		  planenormal = normal;+		  planenormal.normalize();+		  planedistance = point.dot(planenormal);+      }+	  +	  void offset( real d )+      {+		  planedistance += d;+      }+	  +	  bool intersect( const line &l, vec3 &intersection ) const+      {+		  vec3 pos, dir;+		  vec3 pn = planenormal;+		  real pd = planedistance;+		  +		  pos = l.get_position();+		  dir = l.get_direction();+		  +		  if(dir.dot(pn) == 0.0) return 0;+		  pos -= pn*pd;+		  // now we're talking about a plane passing through the origin+		  if(pos.dot(pn) < 0.0) pn.negate();+		  if(dir.dot(pn) > 0.0) dir.negate();+		  vec3 ppos = pn * pos.dot(pn);+		  pos = (ppos.length()/dir.dot(-pn))*dir;+		  intersection = l.get_position();+		  intersection += pos;+		  return 1;+      }+	  void transform( const matrix4 &matrix )+      {+		  matrix4 invtr = matrix.inverse();+		  invtr = invtr.transpose();+		  +		  vec3 pntOnplane = planenormal * planedistance;+		  vec3 newPntOnplane;+		  vec3 newnormal;+		  +		  invtr.mult_dir_matrix(planenormal, newnormal);+		  matrix.mult_vec_matrix(pntOnplane, newPntOnplane);+		  +		  newnormal.normalize();+		  planenormal = newnormal;+		  planedistance = newPntOnplane.dot(planenormal);+      }+	  +	  bool is_in_half_space( const vec3 &point ) const+      {+		  +		  if(( point.dot(planenormal) - planedistance) < 0.0)+			  return 0;+		  return 1;+      }+	  +	  +	  real distance( const vec3 & point ) const +      {+		  return planenormal.dot(point - planenormal*planedistance);+      }+	  +	  const vec3 &get_normal() const+      {+		  return planenormal;+      }+	  +	  +	  real get_distance_from_origin() const+      {+		  return planedistance;+      }+	  +	  +	  friend bool operator == ( const plane & p1, const plane & p2 );+	  +	  +	  friend bool operator != ( const plane & p1, const plane & p2 );+	  +  //protected:+	  vec3 planenormal;+	  real planedistance;+  };+  +  inline+  bool operator == (const plane & p1, const plane & p2 )+  {+	  return (  p1.planedistance == p2.planedistance && p1.planenormal == p2.planenormal);+  }+  +  inline+  bool operator != ( const plane & p1, const plane & p2 )+  { return  ! (p1 == p2); }+  +  ++  } // "ns_##GLH_REAL"++  // make common typedefs...+#ifdef GLH_REAL_IS_FLOAT+  typedef GLH_REAL_NAMESPACE::vec2 vec2f;+  typedef GLH_REAL_NAMESPACE::vec3 vec3f;+  typedef GLH_REAL_NAMESPACE::vec4 vec4f;+  typedef GLH_REAL_NAMESPACE::quaternion quaternionf;+  typedef GLH_REAL_NAMESPACE::quaternion rotationf;+  typedef GLH_REAL_NAMESPACE::line linef;+  typedef GLH_REAL_NAMESPACE::plane planef;+  typedef GLH_REAL_NAMESPACE::matrix4 matrix4f;+#endif++  +++}  // namespace glh++++#endif+diff --git a/indra/newview/linux_tools/wrapper.sh b/indra/newview/linux_tools/wrapper.shindex 94b6eb0..0c2f4db 100755--- a/indra/newview/linux_tools/wrapper.sh+++ b/indra/newview/linux_tools/wrapper.sh@@ -48,10 +48,10 @@ ## - GStreamer is automatically disabled - for now - on 64-bit systems due ##   to common fatal incompatibilities; remove/comment these lines if you want ##   to try anyway.-if [ "`uname -m`" = "x86_64" ]; then-    export LL_DISABLE_GSTREAMER=x-    echo '64-bit Linux detected: Disabling GStreamer (streaming video and music) by default; edit ./snowglobe to re-enable.'-fi+#if [ "`uname -m`" = "x86_64" ]; then+#    export LL_DISABLE_GSTREAMER=x+#    echo '64-bit Linux detected: Disabling GStreamer (streaming video and music) by default; edit ./snowglobe to re-enable.'+#fi  ## Everything below this line is just for advanced troubleshooters. ##-------------------------------------------------------------------diff --git a/indra/newview/viewer_manifest.py b/indra/newview/viewer_manifest.pyindex 0bc2662..cd15fda 100755--- a/indra/newview/viewer_manifest.py+++ b/indra/newview/viewer_manifest.py@@ -990,9 +990,38 @@ class Linux_x86_64Manifest(LinuxManifest):     def construct(self):         super(Linux_x86_64Manifest, self).construct() +        self.path("../linux_crash_logger/linux-crash-logger","bin/linux-crash-logger.bin")+        self.path("../linux_updater/linux-updater", "bin/linux-updater.bin")+        self.path("../llplugin/slplugin/SLPlugin", "bin/SLPlugin")+        if self.prefix("res-sdl"):+            self.path("*")+            # recurse+            self.end_prefix("res-sdl")++        # plugins+        if self.prefix(src="", dst="bin/llplugin"):+            self.path("../media_plugins/webkit/libmedia_plugin_webkit.so", "libmedia_plugin_webkit.so")+            self.path("../media_plugins/gstreamer010/libmedia_plugin_gstreamer010.so", "libmedia_plugin_gstreamer.so")+            self.end_prefix("bin/llplugin")++        self.path("featuretable_linux.txt")+        #self.path("secondlife-i686.supp")++        # Get llcommon and deps. If missing assume static linkage and continue.+        try:+            self.path('../llcommon/libllcommon.so','libllcommon.so')+        except RuntimeError, err:+            print err.message+            print "Skipping llcommon.dll (assuming llcommon was linked statically)"+         # support file for valgrind debug tool         self.path("secondlife-i686.supp") +        if self.args['buildtype'].lower() == 'release':+            print "* Going strip-crazy on the packaged binaries, since this is a RELEASE build"+            self.run_command("find %(d)r/bin %(d)r/lib -type f | xargs --no-run-if-empty strip -S" % {'d': self.get_dst_prefix()} ) # makes some small assumptions about our packaged dir structure++ ################################################################  if __name__ == "__main__":diff --git a/scripts/public_fetch_tarballs.py b/scripts/public_fetch_tarballs.pyold mode 100644new mode 100755