diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c index bc0d5e74..a5a7fe27 100644 --- a/code/renderergl2/tr_backend.c +++ b/code/renderergl2/tr_backend.c @@ -475,9 +475,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { FBO_t* fbo = NULL; qboolean inQuery = qfalse; - float depth[2]; - - // save original time for entity shader offsets originalTime = backEnd.refdef.floatTime; @@ -495,9 +492,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { oldCubemapIndex = -1; oldSort = -1; - depth[0] = 0.f; - depth[1] = 1.f; - backEnd.pc.c_surfaces += numDrawSurfs; for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) { @@ -538,7 +532,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { // change the modelview matrix if needed // if ( entityNum != oldEntityNum ) { - qboolean sunflare = qfalse; depthRange = isCrosshair = qfalse; if ( entityNum != REFENTITYNUM_WORLD ) { @@ -604,12 +597,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { } } - if(!oldDepthRange) - { - depth[0] = 0; - depth[1] = 0.3f; - qglDepthRange (depth[0], depth[1]); - } + if(!oldDepthRange) + qglDepthRange (0, 0.3); } else { @@ -618,11 +607,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) { GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix ); } - if (!sunflare) - qglDepthRange (0, 1); - - depth[0] = 0; - depth[1] = 1; + qglDepthRange (0, 1); } oldDepthRange = depthRange;