Clean out unused camera variable from renderer

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3574 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-01-27 19:31:58 +00:00
parent 75c77a4af4
commit 8331618883
1 changed files with 5 additions and 10 deletions

View File

@ -118,7 +118,7 @@ static void calcFlagPosScreenCoords(SDWORD *pX, SDWORD *pY, SDWORD *pR);
static void flipsAndRots(unsigned int tileNumber, unsigned int i, unsigned int j); static void flipsAndRots(unsigned int tileNumber, unsigned int i, unsigned int j);
static void displayTerrain(void); static void displayTerrain(void);
static iIMDShape *flattenImd(iIMDShape *imd, UDWORD structX, UDWORD structY, UDWORD direction); static iIMDShape *flattenImd(iIMDShape *imd, UDWORD structX, UDWORD structY, UDWORD direction);
static void drawTiles(iView *camera, iView *player); static void drawTiles(iView *player);
static void display3DProjectiles(void); static void display3DProjectiles(void);
static void drawDroidSelections(void); static void drawDroidSelections(void);
static void drawStructureSelections(void); static void drawStructureSelections(void);
@ -165,7 +165,6 @@ BOOL selectAttempt = FALSE;
/* Vectors that hold the player and camera directions and positions */ /* Vectors that hold the player and camera directions and positions */
iView player; iView player;
static iView camera;
/* Temporary rotation vectors to store rotations for droids etc */ /* Temporary rotation vectors to store rotations for droids etc */
static Vector3i imdRot,imdRot2; static Vector3i imdRot,imdRot2;
@ -275,10 +274,6 @@ void draw3DScene( void )
gridCentreX = player.p.x + world_coord(visibleTiles.x / 2); gridCentreX = player.p.x + world_coord(visibleTiles.x / 2);
gridCentreZ = player.p.z + world_coord(visibleTiles.y / 2); gridCentreZ = player.p.z + world_coord(visibleTiles.y / 2);
camera.p.z = distance;
camera.p.y = 0;
camera.p.x = 0;
/* What frame number are we on? */ /* What frame number are we on? */
currentGameFrame = frameGetFrameNumber(); currentGameFrame = frameGetFrameNumber();
@ -455,7 +450,7 @@ static void displayTerrain(void)
preprocessTiles(); preprocessTiles();
/* Now, draw the terrain */ /* Now, draw the terrain */
drawTiles(&camera, &player); drawTiles(&player);
pie_PerspectiveEnd(); pie_PerspectiveEnd();
@ -543,7 +538,7 @@ void setTileColour(int x, int y, PIELIGHT colour)
psTile->colour = colour; psTile->colour = colour;
} }
static void drawTiles(iView *camera, iView *player) static void drawTiles(iView *player)
{ {
UDWORD i, j; UDWORD i, j;
SDWORD rx, rz; SDWORD rx, rz;
@ -590,7 +585,7 @@ static void drawTiles(iView *camera, iView *player)
pie_MatScale(pie_GetResScalingFactor()); pie_MatScale(pie_GetResScalingFactor());
/* Set the camera position */ /* Set the camera position */
pie_MATTRANS(camera->p.x, camera->p.y, camera->p.z); pie_MATTRANS(0, 0, distance);
/* Rotate for the player */ /* Rotate for the player */
pie_MatRotZ(player->r.z); pie_MatRotZ(player->r.z);
@ -3543,7 +3538,7 @@ static void renderSurroundings(void)
pie_MatScale(pie_GetResScalingFactor()); pie_MatScale(pie_GetResScalingFactor());
// Set the camera position // Set the camera position
pie_MATTRANS(camera.p.x, camera.p.y, camera.p.z); pie_MATTRANS(0, 0, distance);
// Rotate for the player and for the wind // Rotate for the player and for the wind
pie_MatRotZ(player.r.z); pie_MatRotZ(player.r.z);