- removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times.

This commit is contained in:
Christoph Oelckers 2016-08-14 09:14:26 +02:00
parent f8cc56ea3a
commit 4e8a96aa0e
5 changed files with 1 additions and 12 deletions

View file

@ -296,7 +296,6 @@ void FGLRenderer::Begin2D()
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
gl_RenderState.EnableFog(false);
gl_RenderState.Set2DMode(true);
}
//===========================================================================

View file

@ -81,7 +81,6 @@ void FRenderState::Reset()
mAlphaThreshold = 0.5f;
mBlendEquation = GL_FUNC_ADD;
mObjectColor = 0xffffffff;
m2D = true;
mVertexBuffer = mCurrentVertexBuffer = NULL;
mColormapState = CM_DEFAULT;
mLightParms[3] = -1.f;

View file

@ -60,13 +60,12 @@ class FRenderState
int mSrcBlend, mDstBlend;
float mAlphaThreshold;
int mBlendEquation;
bool m2D;
bool mModelMatrixEnabled;
bool mTextureMatrixEnabled;
bool mLastDepthClamp;
float mInterpolationFactor;
float mClipHeight, mClipHeightDirection;
float mShaderTimer;
bool mLastDepthClamp;
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
FStateVec4 mColor;
@ -428,11 +427,6 @@ public:
return res;
}
void Set2DMode(bool on)
{
m2D = on;
}
void SetInterpolationFactor(float fac)
{
mInterpolationFactor = fac;

View file

@ -135,7 +135,6 @@ void GLPortal::ClearScreen()
gl_MatrixStack.Pop(gl_RenderState.mViewMatrix);
gl_RenderState.ApplyMatrices();
if (multi) glEnable(GL_MULTISAMPLE);
gl_RenderState.Set2DMode(false);
}

View file

@ -223,7 +223,6 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, 5.f, 65536.f);
gl_RenderState.Set2DMode(false);
}
// raw matrix input from stereo 3d modes
@ -231,7 +230,6 @@ void FGLRenderer::SetProjection(VSMatrix matrix)
{
gl_RenderState.mProjectionMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.multMatrix(matrix);
gl_RenderState.Set2DMode(false);
}
//-----------------------------------------------------------------------------