Clean out unused camera variable from renderer
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3574 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
75c77a4af4
commit
8331618883
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@ -118,7 +118,7 @@ static void calcFlagPosScreenCoords(SDWORD *pX, SDWORD *pY, SDWORD *pR);
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static void flipsAndRots(unsigned int tileNumber, unsigned int i, unsigned int j);
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static void displayTerrain(void);
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static iIMDShape *flattenImd(iIMDShape *imd, UDWORD structX, UDWORD structY, UDWORD direction);
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static void drawTiles(iView *camera, iView *player);
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static void drawTiles(iView *player);
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static void display3DProjectiles(void);
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static void drawDroidSelections(void);
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static void drawStructureSelections(void);
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@ -165,7 +165,6 @@ BOOL selectAttempt = FALSE;
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/* Vectors that hold the player and camera directions and positions */
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iView player;
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static iView camera;
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/* Temporary rotation vectors to store rotations for droids etc */
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static Vector3i imdRot,imdRot2;
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@ -275,10 +274,6 @@ void draw3DScene( void )
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gridCentreX = player.p.x + world_coord(visibleTiles.x / 2);
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gridCentreZ = player.p.z + world_coord(visibleTiles.y / 2);
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camera.p.z = distance;
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camera.p.y = 0;
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camera.p.x = 0;
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/* What frame number are we on? */
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currentGameFrame = frameGetFrameNumber();
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@ -455,7 +450,7 @@ static void displayTerrain(void)
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preprocessTiles();
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/* Now, draw the terrain */
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drawTiles(&camera, &player);
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drawTiles(&player);
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pie_PerspectiveEnd();
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@ -543,7 +538,7 @@ void setTileColour(int x, int y, PIELIGHT colour)
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psTile->colour = colour;
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}
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static void drawTiles(iView *camera, iView *player)
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static void drawTiles(iView *player)
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{
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UDWORD i, j;
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SDWORD rx, rz;
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@ -590,7 +585,7 @@ static void drawTiles(iView *camera, iView *player)
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pie_MatScale(pie_GetResScalingFactor());
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/* Set the camera position */
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pie_MATTRANS(camera->p.x, camera->p.y, camera->p.z);
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pie_MATTRANS(0, 0, distance);
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/* Rotate for the player */
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pie_MatRotZ(player->r.z);
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@ -3543,7 +3538,7 @@ static void renderSurroundings(void)
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pie_MatScale(pie_GetResScalingFactor());
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// Set the camera position
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pie_MATTRANS(camera.p.x, camera.p.y, camera.p.z);
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pie_MATTRANS(0, 0, distance);
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// Rotate for the player and for the wind
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pie_MatRotZ(player.r.z);
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