WINTERMUTE: Remove Model-View transformation reset function from 3d renderer interface

This commit is contained in:
Gunnar Birke 2020-10-17 23:59:10 +02:00 committed by Paweł Kołodziejski
parent 1ea679f90a
commit 874965f454
5 changed files with 4 additions and 16 deletions

View file

@ -365,11 +365,6 @@ bool BaseRenderOpenGL3D::setProjection2D() {
return true;
}
void BaseRenderOpenGL3D::resetModelViewTransform() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void BaseRenderOpenGL3D::setWorldTransform(const Math::Matrix4 &transform) {
Math::Matrix4 tmp = transform;
tmp.transpose();
@ -742,7 +737,8 @@ bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Wintermute
void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) {
_gameRef->_renderer3D->resetModelViewTransform();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
_gameRef->_renderer3D->setup3D(camera, true);
glDisable(GL_LIGHTING);
@ -808,7 +804,8 @@ void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray<AdWalkplane *> &pla
}
void BaseRenderOpenGL3D::renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) {
resetModelViewTransform();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
setup3D(camera, true);
// disable color write