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Misc code cleanups, little SkeletalSprite loading improvement.

- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
This commit is contained in:
fgenesis 2012-02-19 04:57:04 +01:00
commit 9b63b400d5
23 changed files with 209 additions and 764 deletions

View file

@ -168,7 +168,6 @@ RenderObject::RenderObject()
alphaMod = 1;
collisionMaskRadius = 0;
collideRadius = 0;
useCollisionMask = false;
motionBlurTransition = false;
motionBlurFrameOffsetCounter = 0;
motionBlurFrameOffset = 0;
@ -634,12 +633,6 @@ void RenderObject::renderCall()
glRotatef(180, 0, 1, 0);
}
if (core->mode == Core::MODE_3D)
{
glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
}
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
#endif
#ifdef BBGE_BUILD_DIRECTX
@ -665,11 +658,6 @@ void RenderObject::renderCall()
glDisable(GL_CULL_FACE);
glRotatef(180, 0, 1, 0);
}
if (core->mode == Core::MODE_3D)
{
glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
}
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
#endif
#ifdef BBGE_BUILD_DIRECTX
@ -723,12 +711,6 @@ void RenderObject::renderCall()
#endif
#ifdef BBGE_BUILD_OPENGL
if (core->mode == Core::MODE_3D)
{
glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
}
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
if (isfh())
{
@ -753,10 +735,7 @@ void RenderObject::renderCall()
#ifdef BBGE_BUILD_OPENGL
glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z);
if (core->mode == Core::MODE_3D)
glScalef(scale.x, scale.y, scale.z);
else
glScalef(scale.x, scale.y, 1);
glScalef(scale.x, scale.y, 1);
glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
#endif
#ifdef BBGE_BUILD_DIRECTX