forked from 0ad/0ad
Removes more unused variables, based on patch by Markus, refs #1852.
Adds TODOs to use POT textures in fancy water rendering. This was SVN commit r13663.
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6d3901faf7
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@ -1454,9 +1454,7 @@ int CMapReader::ParseEnvironment()
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// If we have graphics, get rest of settings
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if (pWaterMan)
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{
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std::wstring waterType;
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// TODO: Water type not implemented
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//GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Type, waterType)
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GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Colour, pWaterMan->m_WaterColor)
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GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Shininess, pWaterMan->m_Shininess)
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2013 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -58,10 +58,6 @@ void CGUIString::GenerateTextCall(SFeedback &Feedback,
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std::vector<TextChunk>::const_iterator itTextChunk;
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for (itTextChunk=m_TextChunks.begin(); itTextChunk!=m_TextChunks.end(); ++itTextChunk)
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{
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// - GL - Temp
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TextChunk tc = *itTextChunk;
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// -- GL
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// Get the area that is overlapped by both the TextChunk and
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// by the from/to inputted.
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int _from, _to;
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@ -712,6 +712,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, ShadowMap*
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glGenTextures(1, (GLuint*)&depthTex);
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WaterMgr->m_depthTT = depthTex;
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glBindTexture(GL_TEXTURE_2D, WaterMgr->m_depthTT);
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// TODO: use POT texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
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0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE,NULL);
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}
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@ -762,9 +763,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, ShadowMap*
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WaterMgr->m_waveTT = renderedTexture;
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glBindTexture(GL_TEXTURE_2D, WaterMgr->m_waveTT);
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int size = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight());
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if(size > g_Renderer.GetHeight()) size /= 2;
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// TODO: use POT texture
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glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0,GL_RGBA, GL_UNSIGNED_BYTE, 0);
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}
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@ -54,7 +54,7 @@ bool CComponentManager::DumpDebugState(std::ostream& stream, bool includeDebugIn
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// We want the output to be grouped by entity ID, so invert the CComponentManager data structures
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std::map<entity_id_t, std::map<ComponentTypeId, IComponent*> > components;
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std::map<ComponentTypeId, std::string> names;
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//std::map<ComponentTypeId, std::string> names;
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std::map<ComponentTypeId, std::map<entity_id_t, IComponent*> >::const_iterator ctit = m_ComponentsByTypeId.begin();
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for (; ctit != m_ComponentsByTypeId.end(); ++ctit)
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2013 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -165,8 +165,7 @@ void MessagePasserImpl::Query(QueryMessage* qry, void(* UNUSED(timeoutCallback)
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// while (0 != (err = sem_timedwait(psem, &abs_timeout)))
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// #endif
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int err;
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while (0 != (err = sem_wait(m_Semaphore)))
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while (0 != sem_wait(m_Semaphore))
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{
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// If timed out, call callback and try again
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// if (errno == ETIMEDOUT)
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