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Remove unused shadows code
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perim committed Nov 28, 2016
1 parent f2c464c commit a1b5e0b
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Showing 4 changed files with 0 additions and 31 deletions.
8 changes: 0 additions & 8 deletions src/bucket3d.cpp
Expand Up @@ -188,17 +188,12 @@ static SDWORD bucketCalculateZ(RENDER_TYPE objectType, void *pObject, const glm:
}
break;
case RENDER_DROID:
case RENDER_SHADOW:
psDroid = (DROID *) pObject;

psSimpObj = (SIMPLE_OBJECT *) pObject;
position.x = psSimpObj->pos.x - player.p.x;
position.z = -(psSimpObj->pos.y - player.p.z);
position.y = psSimpObj->pos.z;
if (objectType == RENDER_SHADOW)
{
position.y += 4;
}

psBStats = asBodyStats + psDroid->asBits[COMP_BODY];
droidSize = psBStats->pIMD->radius;
Expand Down Expand Up @@ -404,9 +399,6 @@ void bucketRenderCurrentList(const glm::mat4 &viewMatrix)
case RENDER_DROID:
displayComponentObject((DROID *)thisTag->pObject, viewMatrix);
break;
case RENDER_SHADOW:
renderShadow((DROID *)thisTag->pObject, getImdFromIndex(MI_SHADOW), viewMatrix);
break;
case RENDER_STRUCTURE:
renderStructure((STRUCTURE *)thisTag->pObject, viewMatrix);
break;
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1 change: 0 additions & 1 deletion src/bucket3d.h
Expand Up @@ -28,7 +28,6 @@ enum RENDER_TYPE
RENDER_FEATURE,
RENDER_PROXMSG,
RENDER_PROJECTILE,
RENDER_SHADOW,
RENDER_EFFECT,
RENDER_DELIVPOINT,
RENDER_PARTICLE
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21 changes: 0 additions & 21 deletions src/display3d.cpp
Expand Up @@ -2331,27 +2331,6 @@ static bool renderWallSection(STRUCTURE *psStructure, const glm::mat4 &viewMatri
return true;
}

/// Draws a shadow under a droid
void renderShadow(DROID *psDroid, iIMDShape *psShadowIMD, const glm::mat4 &viewMatrix)
{
Vector3i dv;

dv.x = psDroid->pos.x - player.p.x;
if (isTransporter(psDroid))
{
dv.x -= bobTransporterHeight() / 2;
}
dv.z = -(psDroid->pos.y - player.p.z);
dv.y = map_Height(psDroid->pos.x, psDroid->pos.y);

const glm::mat4 modelMatrix =
glm::translate(glm::vec3(dv)) *
glm::rotate(UNDEG(-psDroid->rot.direction), glm::vec3(0.f, 1.f, 0.f)) *
glm::rotate(UNDEG(psDroid->rot.pitch), glm::vec3(1.f, 0.f, 0.f)) *
glm::rotate(UNDEG(psDroid->rot.roll), glm::vec3(0.f, 0.f, 1.f));
pie_Draw3DShape(psShadowIMD, 0, 0, WZCOL_WHITE, pie_TRANSLUCENT, 128, viewMatrix * modelMatrix);
}

/// Draws the strobing 3D drag box that is used for multiple selection
static void drawDragBox(void)
{
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1 change: 0 additions & 1 deletion src/display3d.h
Expand Up @@ -77,7 +77,6 @@ extern ENERGY_BAR toggleEnergyBars(void);

extern bool doWeDrawProximitys(void);
extern void setProximityDraw(bool val);
extern void renderShadow(DROID *psDroid, iIMDShape *psShadowIMD, const glm::mat4 &viewMatrix);

extern bool clipXY(SDWORD x, SDWORD y);

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