diff --git a/stepmania/src/RageDisplay_OGL.cpp b/stepmania/src/RageDisplay_OGL.cpp index 780534d949..99233cdb91 100644 --- a/stepmania/src/RageDisplay_OGL.cpp +++ b/stepmania/src/RageDisplay_OGL.cpp @@ -74,9 +74,7 @@ static bool g_bColorIndexTableWorks = true; /* Range and granularity of points and lines: */ float g_line_range[2]; -float g_line_granularity; float g_point_range[2]; -float g_point_granularity; /* OpenGL version * 10: */ int g_glVersion; @@ -89,7 +87,7 @@ static int g_iMaxTextureUnits = 0; /* Available extensions: */ set g_glExts; -/* We don't actually use normals (we don't tunr on lighting), there's just +/* We don't actually use normals (we don't turn on lighting), there's just * no GL_T2F_C4F_V3F. */ const GLenum RageSpriteVertexFormat = GL_T2F_C4F_N3F_V3F; @@ -496,9 +494,7 @@ CString RageDisplay_OGL::Init( VideoModeParams p, bool bAllowUnacceleratedRender /* Log this, so if people complain that the radar looks bad on their * system we can compare them: */ glGetFloatv(GL_LINE_WIDTH_RANGE, g_line_range); - glGetFloatv(GL_LINE_WIDTH_GRANULARITY, &g_line_granularity); glGetFloatv(GL_POINT_SIZE_RANGE, g_point_range); - glGetFloatv(GL_POINT_SIZE_GRANULARITY, &g_point_granularity); InitScalingScript();