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https://git.code.sf.net/p/quake/quakeforge
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[vulkan] Clean out some dead code
While I might want to support lightmaps in the future (eg, for ambient occlusion), the commented out code is confusing.
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1 changed files with 0 additions and 23 deletions
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@ -211,23 +211,7 @@ Vulkan_ClearElements (vulkan_ctx_t *ctx)
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release_elechains (bctx);
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release_elementss (bctx);
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}
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/*
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static void
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update_lightmap (mod_brush_t *brush, msurface_t *surf, vulkan_ctx_t *ctx)
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{
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int maps;
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for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
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if (d_lightstylevalue[surf->styles[maps]] != surf->cached_light[maps])
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goto dynamic;
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if ((surf->dlightframe == r_framecount) || surf->cached_dlight) {
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dynamic:
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if (r_dynamic->int_val)
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Vulkan_BuildLightMap (brush, surf, ctx);
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}
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}
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*/
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static inline void
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chain_surface (mod_brush_t *brush, msurface_t *surf, vec_t *transform,
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float *color, vulkan_ctx_t *ctx)
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@ -249,8 +233,6 @@ chain_surface (mod_brush_t *brush, msurface_t *surf, vec_t *transform,
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tx = R_TextureAnimation (surf);
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tex = tx->render;
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is = CHAIN_SURF_F2B (surf, tex->tex_chain);
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//update_lightmap (brush, surf, ctx);
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}
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is->transform = transform;
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is->color = color;
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@ -1096,9 +1078,6 @@ Vulkan_DrawWorld (vulkan_ctx_t *ctx)
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worldent.renderer.model = r_worldentity.renderer.model;
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brush = &r_worldentity.renderer.model->brush;
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//vulktex_t *tex = r_worldentity.renderer.model->skytexture->render;
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//bctx->skysheet_tex = tex->tex;
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currententity = &worldent;
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R_VisitWorldNodes (brush, ctx);
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@ -1113,7 +1092,6 @@ Vulkan_DrawWorld (vulkan_ctx_t *ctx)
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}
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}
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//Vulkan_FlushLightmaps (ctx);
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bsp_begin (ctx);
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push_transform (identity, bctx->layout, dfunc,
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@ -1123,7 +1101,6 @@ Vulkan_DrawWorld (vulkan_ctx_t *ctx)
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fragconst_t frag_constants = { time: vr_data.realtime };
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push_fragconst (&frag_constants, bctx->layout, dfunc,
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bframe->cmdSet.a[QFV_bspGBuffer]);
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//XXX qfeglActiveTexture (GL_TEXTURE0 + 0);
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for (size_t i = 0; i < bctx->texture_chains.size; i++) {
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vulktex_t *tex;
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elechain_t *ec = 0;
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