Simplify shadow rendering for objects by removing unused/useless hacks for droid transport.

master
Per Inge Mathisen 2010-12-29 12:44:18 +01:00
parent 086a0fd4bc
commit b72332ba42
1 changed files with 5 additions and 22 deletions

View File

@ -2691,8 +2691,7 @@ static BOOL renderWallSection(STRUCTURE *psStructure)
void renderShadow( DROID *psDroid, iIMDShape *psShadowIMD )
{
Vector3i dv;
Vector3f *pVecTemp;
SDWORD shadowScale, rx, rz;
SDWORD rx, rz;
dv.x = (psDroid->pos.x - player.p.x) - terrainMidX*TILE_UNITS;
if(psDroid->droidType == DROID_TRANSPORTER)
@ -2714,27 +2713,11 @@ void renderShadow( DROID *psDroid, iIMDShape *psShadowIMD )
/* Translate */
pie_TRANSLATE(rx,0,-rz);
if(psDroid->droidType == DROID_TRANSPORTER)
{
pie_MatRotY(-psDroid->rot.direction);
}
pVecTemp = psShadowIMD->points;
if(psDroid->droidType == DROID_TRANSPORTER)
{
flattenImd( psShadowIMD, psDroid->pos.x, psDroid->pos.y, 0);
shadowScale = 100-(psDroid->pos.z/100);
if(shadowScale < 50) shadowScale = 50;
}
else
{
pie_MatRotY(-psDroid->rot.direction);
pie_MatRotX(psDroid->rot.pitch);
pie_MatRotZ(psDroid->rot.roll);
}
pie_Draw3DShape(psShadowIMD, 0, 0, WZCOL_WHITE, WZCOL_BLACK, pie_TRANSLUCENT, 128);
psShadowIMD->points = pVecTemp;
pie_MatEnd();
}