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);
 }
 
 //-----------------------------------------------------------------------------