]> git.jsancho.org Git - lugaru.git/commitdiff
Merge
authorAlexander Monakov <amonakov@gmail.com>
Sat, 5 Jun 2010 22:08:31 +0000 (02:08 +0400)
committerAlexander Monakov <amonakov@gmail.com>
Sat, 5 Jun 2010 22:08:31 +0000 (02:08 +0400)
Source/GameDraw.cpp
Source/OpenGL_Windows.cpp

index 97c2b66925dee2bc129e6fc4e3a90f6293ea6e40..372529299a4dca2f27887cfe224248524ba19084 100644 (file)
@@ -1574,17 +1574,6 @@ int Game::DrawGLScene(StereoSide side)
                        glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
                        glPushMatrix();
                        glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
-                       /*float startx,starty,endx,endy;
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();*/
                        glPopMatrix();
                        glRotatef(player[0].lookrotation*-1+180,0,0,1);
                        glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
@@ -1754,47 +1743,6 @@ int Game::DrawGLScene(StereoSide side)
                        glColor3f (1.0, 1.0, 1.0); // no coloring
 
                        glEnable(GL_TEXTURE_2D);
-                       /*glBindTexture( GL_TEXTURE_2D, logotexture);
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                       glDisable(GL_CULL_FACE);
-                       glDisable(GL_LIGHTING);
-                       glDepthMask(0);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPushMatrix();                                                                         // Store The Projection Matrix
-                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                       glScalef((float)screenwidth/2,(float)screenwidth/2,1);
-                       glTranslatef(1.8,1.25,0);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                       glEnable(GL_BLEND);
-                       glColor4f(1,1,1,1);
-                       glPushMatrix();
-                       glScalef(.25,.25,.25);
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();
-                       glPopMatrix();
-                       glDisable(GL_TEXTURE_2D);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                       glEnable(GL_CULL_FACE);
-                       glDisable(GL_BLEND);
-                       glDepthMask(1);*/
 
                        //Minimap
 
index 8a9b6923c2662945978da3161d66777ea4d3c4ce..3f7b321daa50846da2ae8865568aca30b8151973 100644 (file)
@@ -286,18 +286,6 @@ void DrawGL (Game & game)
        }
 }
 
-static inline int clamp_sdl_mouse_button(Uint8 button)
-{
-    if (button == 2)   // right mouse button is button 3 in SDL.
-        button = 3;
-    else if (button == 3)
-        button = 2;
-
-    if ((button >= 1) && (button <= 3))
-        return button - 1;
-    return -1;
-}
-
 static void sdlEventProc(const SDL_Event &e, Game &game)
 {
     int val;
@@ -319,9 +307,6 @@ static void sdlEventProc(const SDL_Event &e, Game &game)
                                SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
             }
             return;
-
-        case SDL_KEYUP:
-            return;
     }
 }