[Scummvm-git-logs] scummvm master -> 4bfb8f04b2967699d070242e1c29354df6219fce
aquadran
noreply at scummvm.org
Wed Dec 29 22:20:22 UTC 2021
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
4bfb8f04b2 WME3D: Removed multi texture setup, it's not used anywhere
Commit: 4bfb8f04b2967699d070242e1c29354df6219fce
https://github.com/scummvm/scummvm/commit/4bfb8f04b2967699d070242e1c29354df6219fce
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2021-12-29T23:20:16+01:00
Commit Message:
WME3D: Removed multi texture setup, it's not used anywhere
Changed paths:
engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 6daa196b164..057ed31a9d6 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -36,12 +36,6 @@
#include "engines/wintermute/base/gfx/opengl/meshx_opengl.h"
#include "engines/wintermute/base/gfx/opengl/shadow_volume_opengl.h"
-#if defined(__MINGW32__) && defined (SDL_BACKEND) && !defined(USE_GLEW)
-// We need SDL.h for SDL_GL_GetProcAddress.
-#include "backends/platform/sdl/sdl-sys.h"
-PFNGLACTIVETEXTUREPROC glActiveTexturePtr;
-#endif
-
namespace Wintermute {
BaseRenderer3D *makeOpenGL3DRenderer(BaseGame *inGame) {
return new BaseRenderOpenGL3D(inGame);
@@ -54,19 +48,6 @@ BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame)
_lightPositions.resize(maximumLightsCount());
_lightDirections.resize(maximumLightsCount());
(void)_spriteBatchMode; // silence warning
-
-#if defined(__MINGW32__) && defined (SDL_BACKEND) && !defined(USE_GLEW)
- union {
- void *obj_ptr;
- void (APIENTRY *func_ptr)();
- } u;
- // We're casting from an object pointer to a function pointer, the
- // sizes need to be the same for this to work.
- assert(sizeof(u.obj_ptr) == sizeof(u.func_ptr));
- u.obj_ptr = SDL_GL_GetProcAddress("glActiveTexture");
- glActiveTexturePtr = (PFNGLACTIVETEXTUREPROC)u.func_ptr;
- assert(glActiveTexturePtr);
-#endif
}
BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
@@ -475,38 +456,6 @@ bool BaseRenderOpenGL3D::setup2D(bool force) {
glPolygonMode(GL_FRONT, GL_FILL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#if defined(__MINGW32__) && defined (SDL_BACKEND) && !defined(USE_GLEW)
- glActiveTexturePtr(GL_TEXTURE0);
-#elif defined(__MORPHOS__)
- glActiveTextureARB(GL_TEXTURE0);
-#else
- glActiveTexture(GL_TEXTURE0);
-#endif
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR);
-
-#if defined(__MINGW32__) && defined (SDL_BACKEND) && !defined(USE_GLEW)
- glActiveTexturePtr(GL_TEXTURE1);
-#elif defined(__MORPHOS__)
- glActiveTextureARB(GL_TEXTURE1);
-#else
- glActiveTexture(GL_TEXTURE1);
-#endif
- glDisable(GL_TEXTURE_2D);
-
-#if defined(__MINGW32__) && defined (SDL_BACKEND) && !defined(USE_GLEW)
- glActiveTexturePtr(GL_TEXTURE0);
-#elif defined(__MORPHOS__)
- glActiveTextureARB(GL_TEXTURE0);
-#else
- glActiveTexture(GL_TEXTURE0);
-#endif
-
glViewport(0, 0, _width, _height);
setProjection2D();
}
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