From 4e8a96aa0e8e1053792b49455ece2fa0f644a503 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers <coelckers@zdoom.fake> Date: Sun, 14 Aug 2016 09:14:26 +0200 Subject: [PATCH] - removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times. --- src/gl/renderer/gl_renderer.cpp | 1 - src/gl/renderer/gl_renderstate.cpp | 1 - src/gl/renderer/gl_renderstate.h | 8 +------- src/gl/scene/gl_portal.cpp | 1 - src/gl/scene/gl_scene.cpp | 2 -- 5 files changed, 1 insertion(+), 12 deletions(-) diff --git a/src/gl/renderer/gl_renderer.cpp b/src/gl/renderer/gl_renderer.cpp index 84d02159f..8c4baee60 100644 --- a/src/gl/renderer/gl_renderer.cpp +++ b/src/gl/renderer/gl_renderer.cpp @@ -296,7 +296,6 @@ void FGLRenderer::Begin2D() glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); gl_RenderState.EnableFog(false); - gl_RenderState.Set2DMode(true); } //=========================================================================== diff --git a/src/gl/renderer/gl_renderstate.cpp b/src/gl/renderer/gl_renderstate.cpp index 84badd07b..83303d61e 100644 --- a/src/gl/renderer/gl_renderstate.cpp +++ b/src/gl/renderer/gl_renderstate.cpp @@ -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; diff --git a/src/gl/renderer/gl_renderstate.h b/src/gl/renderer/gl_renderstate.h index 12671c2a6..3e0729bbe 100644 --- a/src/gl/renderer/gl_renderstate.h +++ b/src/gl/renderer/gl_renderstate.h @@ -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; diff --git a/src/gl/scene/gl_portal.cpp b/src/gl/scene/gl_portal.cpp index 2cca5c1f0..559c14976 100644 --- a/src/gl/scene/gl_portal.cpp +++ b/src/gl/scene/gl_portal.cpp @@ -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); } diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 751a74c09..91f01adf7 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -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); } //-----------------------------------------------------------------------------