"view transform" is never used
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@@ -31,7 +31,6 @@ RageDisplay* DISPLAY = NULL;
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const int MAX_NUM_VERTICIES = 1000;
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const int MAX_NUM_VERTICIES = 1000;
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SDL_Surface *g_screen = NULL; // this class is a singleton, so there can be only one
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SDL_Surface *g_screen = NULL; // this class is a singleton, so there can be only one
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vector<RageMatrix> g_matModelStack; // model matrix stack
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vector<RageMatrix> g_matModelStack; // model matrix stack
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RageMatrix g_matView; // view matrix
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RageMatrix& GetTopModelMatrix() { return g_matModelStack.back(); }
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RageMatrix& GetTopModelMatrix() { return g_matModelStack.back(); }
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int g_flags = 0; /* SDL video flags */
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int g_flags = 0; /* SDL video flags */
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GLenum g_vertMode = GL_TRIANGLES;
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GLenum g_vertMode = GL_TRIANGLES;
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@@ -448,18 +447,6 @@ void RageDisplay::FlushQueue()
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g_iDrawsSinceLastCheck++;
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g_iDrawsSinceLastCheck++;
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}
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}
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void RageDisplay::SetViewTransform( const RageMatrix* pMatrix )
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{
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FlushQueue();
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// OpenGL doesn't have a separate view matrix. We need to save it and muliply in later
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g_matView = *pMatrix;
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}
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void RageDisplay::GetViewTransform( RageMatrix* pMatrixOut )
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{
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*pMatrixOut = g_matView;
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}
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void RageDisplay::ResetMatrixStack()
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void RageDisplay::ResetMatrixStack()
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{
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{
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RageMatrix ident;
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RageMatrix ident;
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@@ -41,9 +41,6 @@ public:
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int GetHeight() const;
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int GetHeight() const;
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int GetBPP() const;
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int GetBPP() const;
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void SetViewTransform( const RageMatrix* pMatrix );
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void GetViewTransform( RageMatrix* pMatrixOut );
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void ResetMatrixStack();
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void ResetMatrixStack();
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void PushMatrix();
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void PushMatrix();
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void PopMatrix();
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void PopMatrix();
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@@ -438,11 +438,6 @@ static void GameLoop()
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DISPLAY->Clear();
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DISPLAY->Clear();
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DISPLAY->ResetMatrixStack();
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DISPLAY->ResetMatrixStack();
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RageMatrix mat;
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RageMatrixIdentity( &mat );
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DISPLAY->SetViewTransform( &mat );
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SCREENMAN->Draw(); // draw the game
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SCREENMAN->Draw(); // draw the game
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DISPLAY->FlushQueue();
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DISPLAY->FlushQueue();
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