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Commit 85cdafe7 authored by Rye Mutt's avatar Rye Mutt :bread:
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Dead code

parent 6b6d3152
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...@@ -146,10 +146,6 @@ void ll_close_fail_log() ...@@ -146,10 +146,6 @@ void ll_close_fail_log()
gFailLog.close(); gFailLog.close();
} }
LLMatrix4 gGLObliqueProjectionInverse;
#define LL_GL_NAME_POOLING 0
std::list<LLGLUpdate*> LLGLUpdate::sGLQ; std::list<LLGLUpdate*> LLGLUpdate::sGLQ;
LLGLManager gGLManager; LLGLManager gGLManager;
...@@ -1871,7 +1867,6 @@ void LLGLUserClipPlane::setPlane(F32 a, F32 b, F32 c, F32 d) ...@@ -1871,7 +1867,6 @@ void LLGLUserClipPlane::setPlane(F32 a, F32 b, F32 c, F32 d)
gGL.matrixMode(LLRender::MM_PROJECTION); gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix(); gGL.pushMatrix();
gGL.loadMatrix(newP.m); gGL.loadMatrix(newP.m);
gGLObliqueProjectionInverse = LLMatrix4(newP.inverse().transpose().m);
gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.matrixMode(LLRender::MM_MODELVIEW);
} }
......
...@@ -350,7 +350,6 @@ class LLGLDisable : public LLGLState ...@@ -350,7 +350,6 @@ class LLGLDisable : public LLGLState
GL_MODELVIEW_MATRIX is active whenever program execution GL_MODELVIEW_MATRIX is active whenever program execution
leaves this class. leaves this class.
Does not stack. Does not stack.
Caches inverse of projection matrix used in gGLObliqueProjectionInverse
*/ */
class LLGLUserClipPlane class LLGLUserClipPlane
{ {
...@@ -445,8 +444,6 @@ class LLGLSyncFence : public LLGLFence ...@@ -445,8 +444,6 @@ class LLGLSyncFence : public LLGLFence
void wait(); void wait();
}; };
extern LLMatrix4 gGLObliqueProjectionInverse;
#include "llglstates.h" #include "llglstates.h"
void init_glstates(); void init_glstates();
......
...@@ -561,7 +561,6 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li ...@@ -561,7 +561,6 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV); shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV);
//shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth); shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth);
shader->uniform1f(LLShaderMgr::WATER_TIME, sTime); shader->uniform1f(LLShaderMgr::WATER_TIME, sTime);
shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, viewerCamera.getOrigin().mV); shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, viewerCamera.getOrigin().mV);
......
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