]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Removed most of the commented out code
[lugaru.git] / Source / GameDraw.cpp
index 3966a57e92da50b402c98fdfb51b83789247f7d9..213d894243d88d8d036a758fe1382a938ee87a3f 100644 (file)
@@ -262,7 +262,6 @@ int Game::DrawGLScene(StereoSide side)
         glDrawBuffer(GL_BACK);
         glReadBuffer(GL_BACK);
 
-        //glFinish();
         static XYZ terrainlight;
         static float distance;
         if (drawmode == normalmode)
@@ -416,9 +415,6 @@ int Game::DrawGLScene(StereoSide side)
         terrain.draw(0);
         terraintexture2.bind();
         terrain.draw(1);
-        //glBindTexture( GL_TEXTURE_2D, terraintexture3);
-        //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-        //terrain.draw(2);
 
         terrain.drawdecals();
 
@@ -461,10 +457,10 @@ int Game::DrawGLScene(StereoSide side)
                     if (distance >= .5) {
                         checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                         checkpoint.y += 1;
-                        int i;
-                        if (!Person::players[k]->occluded == 0)
+                        int i = -1;
+                        if (Person::players[k]->occluded != 0)
                             i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
-                        if (i == -1 || Person::players[k]->occluded == 0)
+                        if (i == -1)
                             i = checkcollide(viewer, checkpoint);
                         if (i != -1) {
                             Person::players[k]->occluded += 1;
@@ -526,10 +522,10 @@ int Game::DrawGLScene(StereoSide side)
                 if (distance >= .5) {
                     checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                     checkpoint.y += 1;
-                    int i;
-                    if (!Person::players[k]->occluded == 0)
+                    int i = -1;
+                    if (Person::players[k]->occluded != 0)
                         i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
-                    if (i == -1 || Person::players[k]->occluded == 0)
+                    if (i == -1)
                         i = checkcollide(viewer, checkpoint);
                     if (i != -1) {
                         Person::players[k]->occluded += 1;
@@ -931,10 +927,9 @@ int Game::DrawGLScene(StereoSide side)
             //Hot spots
 
             if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
-                int closest = -1;
                 float closestdist = -1;
                 float distance = 0;
-                closest = currenthotspot;
+                int closest = currenthotspot;
                 for (int i = 0; i < numhotspots; i++) {
                     distance = distsq(&Person::players[0]->coords, &hotspot[i]);
                     if (closestdist == -1 || distance < closestdist) {
@@ -1515,8 +1510,6 @@ int Game::DrawGLScene(StereoSide side)
                     }
                 }
             }
-            radius = fast_sqrt(maxdistance);
-
             radius = 110;
 
             glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
@@ -1683,7 +1676,6 @@ int Game::DrawGLScene(StereoSide side)
                 text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
             }
             loading = 2;
-            //if(ismotionblur)drawmode=motionblurmode;
             drawmode = normalmode;
         }
 
@@ -1770,7 +1762,6 @@ int Game::DrawGLScene(StereoSide side)
                     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
                     GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
                     glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
-                    //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
                     glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
                     glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
                     glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
@@ -1798,7 +1789,6 @@ int Game::DrawGLScene(StereoSide side)
                     glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
                 }
             }
-            //glFlush();
         }
 
         glClear(GL_DEPTH_BUFFER_BIT);
@@ -1835,7 +1825,6 @@ int Game::DrawGLScene(StereoSide side)
             if (drawmode == motionblurmode) {
                 if (motionbluramount < .2)
                     motionbluramount = .2;
-                //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
                 glColor4f(1, 1, 1, motionbluramount);
                 glPushMatrix();
                 glBegin(GL_QUADS);
@@ -1984,7 +1973,6 @@ int Game::DrawGLScene(StereoSide side)
             }
             if (drawmode == radialzoommode) {
                 for (int i = 0; i < 3; i++) {
-                    //glRotatef((float)i*.1,0,0,1);
                     glColor4f(1, 1, 1, 1 / ((float)i + 1));
                     glPushMatrix();
                     glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
@@ -2046,17 +2034,14 @@ int Game::DrawGLScene(StereoSide side)
         multiplier = 0;
     }
 
-    //glFlush();
     if ( side == stereoRight || side == stereoCenter ) {
         if (drawmode != motionblurmode || mainmenu) {
             swap_gl_buffers();
         }
     }
 
-    //myassert(glGetError() == GL_NO_ERROR);
     glDrawBuffer(GL_BACK);
     glReadBuffer(GL_BACK);
-    //glFlush();
 
     weapons.DoStuff();
 
@@ -2178,7 +2163,6 @@ void DrawMenu()
         glColor4f(1, 1, 1, 1);
         Game::cursortexture.bind();
         glPushMatrix();
-        //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(0, 0);
         glVertex3f(-1, -1, 0.0f);