remove old code

This commit is contained in:
Glenn Maynard
2005-01-28 07:55:06 +00:00
parent 61c2064f49
commit 1823bbcbcc
-68
View File
@@ -476,74 +476,6 @@ void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, fl
}
/* Switch from orthogonal to perspective view.
*
* Tricky: we want to maintain all of the zooms, rotations and translations
* that have been applied already. They're in our internal screen space (that
* is, 640x480 ortho). We can't simply leave them where they are, since they'll
* be applied before the perspective transform, which means they'll be in the
* wrong coordinate space.
*
* Handle translations (the right column of the transform matrix) to the viewport.
* Move rotations and scaling (0,0 through 1,1) to after the perspective transform.
* Actually, those might be able to stay where they are, I'm not sure; it's translations
* that are annoying. So, XXX: see if rots and scales can be left on the modelview
* matrix instead of messing with the projection matrix.
*
* When finished, the current position will be the "viewpoint" (at 0,0). negative
* Z goes into the screen, positive X and Y is right and down.
*/
//void RageDisplay::EnterPerspective(float fov, bool preserve_loc, float near_clip, float far_clip)
//{
// g_ProjectionStack.Push();
// g_WorldStack.Push();
//
// float aspect = SCREEN_WIDTH/(float)SCREEN_HEIGHT;
// g_ProjectionStack.LoadMatrix( GetPerspectiveMatrix(fov, aspect, near_clip, far_clip) );
// /* Flip the Y coordinate, so positive numbers go down. */
// g_ProjectionStack.Scale(1, -1, 1);
//
// if( preserve_loc )
// {
//
//RageMatrix matTop = *g_WorldStack.GetTop();
/* TODO: Come up with a more general way to handle this.
* It looks kind of hacky. -Chris */
// {
// /* Pull out the 2d translation. */
// float x = matTop.m[3][0], y = matTop.m[3][1];
//
// /* These values are where the viewpoint should be. By default, it's in the
// * center of the screen, and these values are from the top-left, so subtract
// * the difference. */
// x -= SCREEN_WIDTH/2;
// y -= SCREEN_HEIGHT/2;
// SetViewport(int(x), int(y));
// }
//
// /* Pull out the 2d rotations and scales. */
// {
// RageMatrix mat;
// RageMatrixIdentity(&mat);
// mat.m[0][0] = matTop.m[0][0];
// mat.m[0][1] = matTop.m[0][1];
// mat.m[1][0] = matTop.m[1][0];
// mat.m[1][1] = matTop.m[1][1];
// this->MultMatrix(mat);
// }
//
// /* We can't cope with perspective matrices or things that touch Z. (We shouldn't
// * have touched those while in 2d, anyway.) */
// ASSERT(matTop.m[0][2] == 0.f && matTop.m[0][3] == 0.f && matTop.m[1][2] == 0.f &&
// matTop.m[1][3] == 0.f && matTop.m[2][0] == 0.f && matTop.m[2][1] == 0.f &&
// matTop.m[2][2] == 1.f && matTop.m[3][2] == 0.f && matTop.m[3][3] == 1.f);
//
// /* Reset the matrix back to identity. */
// glMatrixMode( GL_MODELVIEW );
// glLoadIdentity();
// }
//}
void RageDisplay::CameraPushMatrix()
{
g_ProjectionStack.Push();