X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=51edee1a289e28dd437392c1f8bc969cb5787293;hb=acc0e37a142590af4d878d2b92e4e3a0d8c51653;hp=3966a57e92da50b402c98fdfb51b83789247f7d9;hpb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 3966a57..51edee1 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -40,7 +40,6 @@ extern Light light; extern Objects objects; extern int detail; extern float usermousesensitivity; -extern bool osx; extern float camerashake; extern int slomo; extern float slomodelay; @@ -230,16 +229,6 @@ int Game::DrawGLScene(StereoSide side) if (winfreeze || mainmenu) drawmode = normalmode; -#if PLATFORM_MACOSX - if (drawmode == glowmode) { - RGBColor color2; - color2.red = 0; - color2.green = 0; - color2.blue = 0; - DSpContext_FadeGamma(NULL, 200, &color2); - } -#endif - if (drawtoggle != 2) drawtoggle = 1 - drawtoggle; @@ -262,7 +251,6 @@ int Game::DrawGLScene(StereoSide side) glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - //glFinish(); static XYZ terrainlight; static float distance; if (drawmode == normalmode) @@ -416,9 +404,6 @@ 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 +446,10 @@ 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 +511,10 @@ 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 +916,9 @@ 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 +1499,6 @@ 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 +1665,6 @@ 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 +1751,6 @@ 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 +1778,6 @@ 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 +1814,6 @@ 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 +1962,6 @@ 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 +2023,14 @@ 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 +2152,6 @@ 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);