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author | Simei Yin | 2017-07-15 17:33:10 +0200 |
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committer | Simei Yin | 2017-07-15 17:51:57 +0200 |
commit | a3876ee8c1bf43ad998681188f83266a85ab64b8 (patch) | |
tree | ed4d3a81bb66580677fd9d673e8f27a4b5a41931 /engines/sludge/zbuffer.cpp | |
parent | 8c57d2d82540d1b7656375c808812ac4cba9d232 (diff) | |
download | scummvm-rg350-a3876ee8c1bf43ad998681188f83266a85ab64b8.tar.gz scummvm-rg350-a3876ee8c1bf43ad998681188f83266a85ab64b8.tar.bz2 scummvm-rg350-a3876ee8c1bf43ad998681188f83266a85ab64b8.zip |
SLUDGE: Clean useless #if 0's
Diffstat (limited to 'engines/sludge/zbuffer.cpp')
-rw-r--r-- | engines/sludge/zbuffer.cpp | 57 |
1 files changed, 2 insertions, 55 deletions
diff --git a/engines/sludge/zbuffer.cpp b/engines/sludge/zbuffer.cpp index ea9fdfee80..d9e66b82c6 100644 --- a/engines/sludge/zbuffer.cpp +++ b/engines/sludge/zbuffer.cpp @@ -178,59 +178,6 @@ void drawZBuffer(int x, int y, bool upsidedown) { return; resetSpriteLayers(&zBuffer, x, y, upsidedown); +} -#if 0 - glEnable (GL_DEPTH_TEST); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_BLEND); - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - glDepthMask(GL_TRUE); - - glUseProgram(shader.texture); - - setPMVMatrix(shader.texture); - - //glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glBindTexture(GL_TEXTURE_2D, zBuffer.texName); - - setPrimaryColor(1.0, 1.0, 1.0, 1.0); - - for (i = 1; i < zBuffer.numPanels; i++) { - GLfloat z = 1.0 - (double) i * (1.0 / 128.0); - - GLfloat vy1 = -y, vy2 = zBuffer.height - y; - if (upsidedown) { - vy1 += zBuffer.height; - vy2 -= zBuffer.height; - } - - const GLfloat vertices[] = { - (GLfloat) - x, vy1, z, - (GLfloat)zBuffer.width - x, vy1, z, - (GLfloat) - x, vy2, z, - (GLfloat)zBuffer.width - x, vy2, z - }; - - const GLfloat texCoords[] = { - 0.0f, 0.0f, - backdropTexW, 0.0f, - 0.0f, backdropTexH, - backdropTexW, backdropTexH - }; - - glUniform1i(glGetUniformLocation(shader.texture, "zBuffer"), 1); - glUniform1f(glGetUniformLocation(shader.texture, "zBufferLayer"), i); - - drawQuad(shader.texture, vertices, 1, texCoords); - glUniform1i(glGetUniformLocation(shader.texture, "zBuffer"), 0); - } - - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glDepthMask(GL_FALSE); - glDisable(GL_BLEND); - glUseProgram(0); -#endif - } - - } // End of namespace Sludge +} // End of namespace Sludge |