remove old code
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@@ -476,74 +476,6 @@ void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, fl
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}
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/* Switch from orthogonal to perspective view.
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*
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* Tricky: we want to maintain all of the zooms, rotations and translations
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* that have been applied already. They're in our internal screen space (that
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* is, 640x480 ortho). We can't simply leave them where they are, since they'll
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* be applied before the perspective transform, which means they'll be in the
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* wrong coordinate space.
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*
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* Handle translations (the right column of the transform matrix) to the viewport.
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* Move rotations and scaling (0,0 through 1,1) to after the perspective transform.
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* Actually, those might be able to stay where they are, I'm not sure; it's translations
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* that are annoying. So, XXX: see if rots and scales can be left on the modelview
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* matrix instead of messing with the projection matrix.
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*
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* When finished, the current position will be the "viewpoint" (at 0,0). negative
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* Z goes into the screen, positive X and Y is right and down.
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*/
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//void RageDisplay::EnterPerspective(float fov, bool preserve_loc, float near_clip, float far_clip)
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//{
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// g_ProjectionStack.Push();
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// g_WorldStack.Push();
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//
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// float aspect = SCREEN_WIDTH/(float)SCREEN_HEIGHT;
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// g_ProjectionStack.LoadMatrix( GetPerspectiveMatrix(fov, aspect, near_clip, far_clip) );
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// /* Flip the Y coordinate, so positive numbers go down. */
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// g_ProjectionStack.Scale(1, -1, 1);
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//
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// if( preserve_loc )
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// {
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//
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//RageMatrix matTop = *g_WorldStack.GetTop();
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/* TODO: Come up with a more general way to handle this.
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* It looks kind of hacky. -Chris */
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// {
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// /* Pull out the 2d translation. */
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// float x = matTop.m[3][0], y = matTop.m[3][1];
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//
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// /* These values are where the viewpoint should be. By default, it's in the
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// * center of the screen, and these values are from the top-left, so subtract
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// * the difference. */
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// x -= SCREEN_WIDTH/2;
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// y -= SCREEN_HEIGHT/2;
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// SetViewport(int(x), int(y));
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// }
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//
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// /* Pull out the 2d rotations and scales. */
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// {
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// RageMatrix mat;
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// RageMatrixIdentity(&mat);
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// mat.m[0][0] = matTop.m[0][0];
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// mat.m[0][1] = matTop.m[0][1];
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// mat.m[1][0] = matTop.m[1][0];
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// mat.m[1][1] = matTop.m[1][1];
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// this->MultMatrix(mat);
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// }
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//
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// /* We can't cope with perspective matrices or things that touch Z. (We shouldn't
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// * have touched those while in 2d, anyway.) */
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// ASSERT(matTop.m[0][2] == 0.f && matTop.m[0][3] == 0.f && matTop.m[1][2] == 0.f &&
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// matTop.m[1][3] == 0.f && matTop.m[2][0] == 0.f && matTop.m[2][1] == 0.f &&
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// matTop.m[2][2] == 1.f && matTop.m[3][2] == 0.f && matTop.m[3][3] == 1.f);
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//
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// /* Reset the matrix back to identity. */
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// glMatrixMode( GL_MODELVIEW );
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// glLoadIdentity();
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// }
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//}
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void RageDisplay::CameraPushMatrix()
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{
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g_ProjectionStack.Push();
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