diff --git a/stepmania/src/Model.cpp b/stepmania/src/Model.cpp index a08a149ab1..c78198bec1 100644 --- a/stepmania/src/Model.cpp +++ b/stepmania/src/Model.cpp @@ -779,16 +779,12 @@ void Model::Update( float fDelta ) vector &tempVertices = tempMesh.Vertices; for( unsigned j = 0; j < origVertices.size(); j++ ) { - RageVector3& tempPos = tempVertices[j].p; - RageVector3& tempNormal = tempVertices[j].n; - RageVector2& tempTex = tempVertices[j].t; - const RageVector3& originalPos = origVertices[j].p; + RageVector3& tempPos = tempVertices[j].p; + RageVector3& tempNormal = tempVertices[j].n; + const RageVector3& originalPos = origVertices[j].p; const RageVector3& originalNormal = origVertices[j].n; - const RageVector2& originalTex = origVertices[j].t; - int8_t bone = origVertices[j].bone; + int8_t bone = origVertices[j].bone; - tempTex = originalTex; - if( bone == -1 ) { tempNormal = originalNormal; @@ -800,7 +796,6 @@ void Model::Update( float fDelta ) RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].mFinal ); } } - } // send the new vertices to the graphics card @@ -846,26 +841,6 @@ void Model::HandleCommand( const ParsedCommand &command ) { HandleParams; - /* XXX: It would be very useful to be able to tween animations, eg: - * - * play,Dance,1;sleep,2;linear,.5;play,Collapse,1 - * - * to play "Dance" for two seconds, then tween to playing "Collapse" over half - * a second, with the tween percentage weighting the animations. - * - * Also, being able to queue animations cleanly without knowing the exact duration - * of the animation, eg: - * - * play,Dance,1;finishanim;play,Collapse,1 - * - * to play "Dance", and then play "Collapse" when "Dance" finishes. (In this case, - * Dance would presumably end on the same keyframe that Collapse begins on, since - * it isn't queuing a tween.) - * - * We need more architecture for this, so we can put custom items in the Actor - * tween queue. - */ - const CString& sName = sParam(0); if( sName=="play" ) PlayAnimation( sParam(1),fParam(2) );