diff --git a/stepmania/src/RageDisplay.cpp b/stepmania/src/RageDisplay.cpp index 69850fdadb..bd792656db 100644 --- a/stepmania/src/RageDisplay.cpp +++ b/stepmania/src/RageDisplay.cpp @@ -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 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; diff --git a/stepmania/src/RageDisplay.h b/stepmania/src/RageDisplay.h index 2b06c34b05..8e86e45da1 100644 --- a/stepmania/src/RageDisplay.h +++ b/stepmania/src/RageDisplay.h @@ -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(); diff --git a/stepmania/src/StepMania.cpp b/stepmania/src/StepMania.cpp index eff84d295e..b52a053fd3 100644 --- a/stepmania/src/StepMania.cpp +++ b/stepmania/src/StepMania.cpp @@ -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();