]> git.jsancho.org Git - lugaru.git/commitdiff
I removed a Macinput include
authorCôme BERNIGAUD <come.bernigaud@gmail.com>
Fri, 4 Jun 2010 20:04:09 +0000 (22:04 +0200)
committerCôme BERNIGAUD <come.bernigaud@gmail.com>
Fri, 4 Jun 2010 20:04:09 +0000 (22:04 +0200)
Source/Game.h
Source/GameDraw.cpp

index 389db5aea69f8d8f8871d71b6549eb8e22569c12..905b303a35ea0c0ff49d5a30b06cbe8bf43f540f 100644 (file)
@@ -40,10 +40,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "TGALoader.h"
 
-#if PLATFORM_MACOSX
-#include "Macinput.h"
-#endif
-
 #include "Terrain.h"
 #include "Skybox.h"
 #include "Skeleton.h"
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