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https://github.com/AquariaOSE/Aquaria.git
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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)
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568178bbb4
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23 changed files with 209 additions and 764 deletions
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@ -168,7 +168,6 @@ RenderObject::RenderObject()
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alphaMod = 1;
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collisionMaskRadius = 0;
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collideRadius = 0;
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useCollisionMask = false;
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motionBlurTransition = false;
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motionBlurFrameOffsetCounter = 0;
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motionBlurFrameOffset = 0;
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@ -634,12 +633,6 @@ void RenderObject::renderCall()
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glRotatef(180, 0, 1, 0);
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}
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if (core->mode == Core::MODE_3D)
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{
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glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
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glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
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}
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glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
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#endif
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#ifdef BBGE_BUILD_DIRECTX
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@ -665,11 +658,6 @@ void RenderObject::renderCall()
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glDisable(GL_CULL_FACE);
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glRotatef(180, 0, 1, 0);
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}
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if (core->mode == Core::MODE_3D)
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{
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glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
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glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
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}
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glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
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#endif
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#ifdef BBGE_BUILD_DIRECTX
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@ -723,12 +711,6 @@ void RenderObject::renderCall()
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#endif
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#ifdef BBGE_BUILD_OPENGL
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if (core->mode == Core::MODE_3D)
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{
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glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
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glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
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}
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glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
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if (isfh())
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{
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@ -753,10 +735,7 @@ void RenderObject::renderCall()
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#ifdef BBGE_BUILD_OPENGL
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glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z);
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if (core->mode == Core::MODE_3D)
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glScalef(scale.x, scale.y, scale.z);
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else
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glScalef(scale.x, scale.y, 1);
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glScalef(scale.x, scale.y, 1);
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glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
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#endif
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#ifdef BBGE_BUILD_DIRECTX
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