WINTERMUTE: Remove Model-View transformation reset function from 3d renderer interface
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parent
1ea679f90a
commit
874965f454
5 changed files with 4 additions and 16 deletions
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@ -365,11 +365,6 @@ bool BaseRenderOpenGL3D::setProjection2D() {
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return true;
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}
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void BaseRenderOpenGL3D::resetModelViewTransform() {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void BaseRenderOpenGL3D::setWorldTransform(const Math::Matrix4 &transform) {
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Math::Matrix4 tmp = transform;
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tmp.transpose();
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@ -742,7 +737,8 @@ bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Wintermute
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void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
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const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) {
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_gameRef->_renderer3D->resetModelViewTransform();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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_gameRef->_renderer3D->setup3D(camera, true);
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glDisable(GL_LIGHTING);
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@ -808,7 +804,8 @@ void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray<AdWalkplane *> &pla
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}
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void BaseRenderOpenGL3D::renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) {
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resetModelViewTransform();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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setup3D(camera, true);
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// disable color write
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