"view transform" is never used

This commit is contained in:
Glenn Maynard
2003-01-08 21:00:51 +00:00
parent 8b17dac094
commit 19ced1fdc3
3 changed files with 0 additions and 21 deletions
-13
View File
@@ -31,7 +31,6 @@ RageDisplay* DISPLAY = NULL;
const int MAX_NUM_VERTICIES = 1000;
SDL_Surface *g_screen = NULL; // this class is a singleton, so there can be only one
vector<RageMatrix> g_matModelStack; // model matrix stack
RageMatrix g_matView; // view matrix
RageMatrix& GetTopModelMatrix() { return g_matModelStack.back(); }
int g_flags = 0; /* SDL video flags */
GLenum g_vertMode = GL_TRIANGLES;
@@ -448,18 +447,6 @@ void RageDisplay::FlushQueue()
g_iDrawsSinceLastCheck++;
}
void RageDisplay::SetViewTransform( const RageMatrix* pMatrix )
{
FlushQueue();
// OpenGL doesn't have a separate view matrix. We need to save it and muliply in later
g_matView = *pMatrix;
}
void RageDisplay::GetViewTransform( RageMatrix* pMatrixOut )
{
*pMatrixOut = g_matView;
}
void RageDisplay::ResetMatrixStack()
{
RageMatrix ident;
-3
View File
@@ -41,9 +41,6 @@ public:
int GetHeight() const;
int GetBPP() const;
void SetViewTransform( const RageMatrix* pMatrix );
void GetViewTransform( RageMatrix* pMatrixOut );
void ResetMatrixStack();
void PushMatrix();
void PopMatrix();
-5
View File
@@ -438,11 +438,6 @@ static void GameLoop()
DISPLAY->Clear();
DISPLAY->ResetMatrixStack();
RageMatrix mat;
RageMatrixIdentity( &mat );
DISPLAY->SetViewTransform( &mat );
SCREENMAN->Draw(); // draw the game
DISPLAY->FlushQueue();