From 85cdafe7ce7077f558841bd1599af2627185232d Mon Sep 17 00:00:00 2001 From: Rye Mutt <rye@alchemyviewer.org> Date: Thu, 28 Jan 2021 05:06:05 -0500 Subject: [PATCH] Dead code --- indra/llrender/llgl.cpp | 5 ----- indra/llrender/llgl.h | 3 --- indra/newview/lldrawpoolwater.cpp | 1 - 3 files changed, 9 deletions(-) diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index eaab5571a1f..78b7e38d51d 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -146,10 +146,6 @@ void ll_close_fail_log() gFailLog.close(); } -LLMatrix4 gGLObliqueProjectionInverse; - -#define LL_GL_NAME_POOLING 0 - std::list<LLGLUpdate*> LLGLUpdate::sGLQ; LLGLManager gGLManager; @@ -1871,7 +1867,6 @@ void LLGLUserClipPlane::setPlane(F32 a, F32 b, F32 c, F32 d) gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadMatrix(newP.m); - gGLObliqueProjectionInverse = LLMatrix4(newP.inverse().transpose().m); gGL.matrixMode(LLRender::MM_MODELVIEW); } diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index f72c724386e..b1379ecff68 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -350,7 +350,6 @@ class LLGLDisable : public LLGLState GL_MODELVIEW_MATRIX is active whenever program execution leaves this class. Does not stack. - Caches inverse of projection matrix used in gGLObliqueProjectionInverse */ class LLGLUserClipPlane { @@ -445,8 +444,6 @@ class LLGLSyncFence : public LLGLFence void wait(); }; -extern LLMatrix4 gGLObliqueProjectionInverse; - #include "llglstates.h" void init_glstates(); diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index d2cde6fc381..c3352c8b3af 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -561,7 +561,6 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li 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_TIME, sTime); shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, viewerCamera.getOrigin().mV); -- GitLab