Fix warning.

No need to push/pop the matrix when entering and exiting perspective;
it's done already.

No need to push/pop otherwise, either.
This commit is contained in:
Glenn Maynard
2003-04-02 18:24:00 +00:00
parent f479b703e5
commit 64bdcec8dc
+2 -10
View File
@@ -259,11 +259,10 @@ void Player::DrawPrimitives()
float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt; float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1; bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
float fReverseScale = bReverse ? -1 : 1; float fReverseScale = bReverse ? -1.0f : 1.0f;
if( fTilt != 0 ) if( fTilt != 0 )
{ {
DISPLAY->PushMatrix();
DISPLAY->EnterPerspective(45, false); DISPLAY->EnterPerspective(45, false);
// construct view and project matrix // construct view and project matrix
@@ -275,20 +274,13 @@ void Player::DrawPrimitives()
DISPLAY->LookAt(Eye, At, Up); DISPLAY->LookAt(Eye, At, Up);
} }
else
DISPLAY->PushMatrix();
m_GrayArrowRow.Draw(); m_GrayArrowRow.Draw();
m_NoteField.Draw(); m_NoteField.Draw();
m_GhostArrowRow.Draw(); m_GhostArrowRow.Draw();
if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt != 0 ) if( fTilt != 0 )
{
DISPLAY->ExitPerspective(); DISPLAY->ExitPerspective();
DISPLAY->PopMatrix();
}
else
DISPLAY->PopMatrix();
m_Judgment.Draw(); m_Judgment.Draw();