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[gl] Remove some dead code
R_RecursiveLightUpdate has been obsolete for a very long time, and R_Mirror is just wrong (needs envmaps etc, wonder if it can be done in the fixed function code using skyclip?)
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2 changed files with 0 additions and 96 deletions
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@ -87,23 +87,7 @@ gl_lightmap_init (void)
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for (s = 1; s < 8192; s++)
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dlightdivtable[s] = 1048576 / (s << 7);
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}
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/*
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static void
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R_RecursiveLightUpdate (mnode_t *node)
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{
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int c;
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msurface_t *surf;
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if (node->children[0]->contents >= 0)
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R_RecursiveLightUpdate (node->children[0]);
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if (node->children[1]->contents >= 0)
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R_RecursiveLightUpdate (node->children[1]);
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if ((c = node->numsurfaces))
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for (surf = r_worldentity.model->surfaces + node->firstsurface; c;
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c--, surf++)
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surf->cached_dlight = true;
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}
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*/
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static inline void
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R_AddDynamicLights_1 (const transform_t *transform, msurface_t *surf)
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{
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@ -445,83 +445,6 @@ R_RenderScene (void)
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R_ClearErrors ();
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}
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static void
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R_Mirror (void)
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{
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//float d;
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// msurface_t *surf;
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// if (!gl_mirror) // FIXME: Broken
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return;
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/*
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memcpy (r_base_world_matrix, gl_r_world_matrix,
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sizeof (r_base_world_matrix));
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d = 2 * DotProduct (r_refdef.vieworg, gl_mirror_plane->normal) -
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gl_mirror_plane->dist;
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VectorMultSub (r_refdef.vieworg, d, gl_mirror_plane->normal,
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r_refdef.vieworg);
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d = 2 * DotProduct (vpn, gl_mirror_plane->normal);
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VectorMultSub (vpn, d, gl_mirror_plane->normal, vpn);
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r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180;
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r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180;
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r_refdef.viewangles[2] = -r_refdef.viewangles[2];
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R_EnqueueEntity (vr_data.player_entity);
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gldepthmin = 0.5;
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gldepthmax = 1;
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qfglDepthRange (gldepthmin, gldepthmax);
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R_RenderScene ();
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gl_R_DrawWaterSurfaces ();
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gldepthmin = 0;
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gldepthmax = 1;
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qfglDepthRange (gldepthmin, gldepthmax);
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// blend on top
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qfglMatrixMode (GL_PROJECTION);
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if (gl_mirror_plane->normal[2])
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qfglScalef (1, -1, 1);
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else
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qfglScalef (-1, 1, 1);
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qfglFrontFace (GL_CW);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadMatrixf (r_base_world_matrix);
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color_white[3] = r_mirroralpha->value * 255;
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qfglColor4ubv (color_white);
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#if 0//FIXME
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surf = r_worldentity.model->textures[gl_mirrortexturenum]->texturechain;
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for (; surf; surf = surf->texturechain) {
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texture_t *tex;
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if (!surf->texinfo->texture->anim_total)
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tex = surf->texinfo->texture;
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else
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tex = R_TextureAnimation (surf);
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// FIXME: Needs to set the texture, the tmu, and include the header, and then
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// clean up afterwards.
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// if (tex->gl_fb_texturenum && gl_mtex_fullbright
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// && gl_fb_models->int_val) {
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// surf->polys->fb_chain = fullbright_polys[tex->gl_fb_texturenum];
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// fullbright_polys[tex->gl_fb_texturenum] = surf->polys;
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// }
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
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// R_RenderBrushPoly (surf, tex); // FIXME: Need to move R_Mirror to gl_rsurf.c, and uncommment this line!
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}
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r_worldentity.model->textures[gl_mirrortexturenum]->texturechain = NULL;
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#endif
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qfglColor3ubv (color_white);
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*/
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}
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/*
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R_RenderView_
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@ -542,9 +465,6 @@ R_RenderView_ (void)
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// render normal view
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R_RenderScene ();
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// render mirror view
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R_Mirror ();
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if (r_timegraph->int_val)
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R_TimeGraph ();
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if (r_zgraph->int_val)
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