From 88f0fcbd983dae9880e48b6bc457eabd9bd7017d Mon Sep 17 00:00:00 2001 From: divverent Date: Fri, 24 Sep 2010 11:11:11 +0000 Subject: [PATCH] remove more unused code git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10488 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 6 ------ gl_rsurf.c | 2 -- 2 files changed, 8 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 5a072b2a..4f3aeade 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -8383,12 +8383,8 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno) vec3_t normal; vec3_t center; mplane_t plane; - int cam_ent; r_waterstate_waterplane_t *p; texture_t *t = R_GetCurrentTexture(surface->texture); - cam_ent = t->camera_entity; - if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA)) - cam_ent = 0; // just use the first triangle with a valid normal for any decisions VectorClear(normal); @@ -11057,7 +11053,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const int surfacefirstvertex; int surfaceendvertex; int surfacenumvertices; - int surfaceadjustvertex; int needsupdate; int i, j; qboolean gaps; @@ -11387,7 +11382,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const surfacefirstvertex = texturesurfacelist[i]->num_firstvertex; surfacenumvertices = texturesurfacelist[i]->num_vertices; surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle; - surfaceadjustvertex = numvertices - surfacefirstvertex; surfacenumtriangles = texturesurfacelist[i]->num_triangles; // copy only the data requested if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition) diff --git a/gl_rsurf.c b/gl_rsurf.c index bd084c16..44e45544 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -1199,10 +1199,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface const msurface_t *surface; int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces; const msurface_t **texturesurfacelist; - const int *element3i; texture_t *tex; CHECKGLERROR - element3i = rsurface.modelelement3i; // this is a double loop because non-visible surface skipping has to be // fast, and even if this is not the world model (and hence no visibility // checking) the input surface list and batch buffer are different formats -- 2.39.2