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Remove RenderObject::collisionRects.

Another vector that was always empty, optionally filled when specified
by a skeletal file, but none actually did this. Should be safe to remove.

Also small related optimization in Game::collideSkeletalVsCircle().
This commit is contained in:
fgenesis 2016-05-07 01:00:16 +02:00
parent 35a3888c94
commit e7791c5ddc
4 changed files with 4 additions and 82 deletions

View file

@ -937,46 +937,6 @@ void RenderObject::renderCall()
void RenderObject::renderCollision()
{
if (!collisionRects.empty())
{
#ifdef BBGE_BUILD_OPENGL
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
//glLoadIdentity();
//core->setupRenderPositionAndScale();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0f, 0.5f, 1.0f, 0.5f);
glPointSize(5);
for (int i = 0; i < collisionRects.size(); i++)
{
RectShape *r = &collisionRects[i];
glBegin(GL_QUADS);
glVertex3f(r->x1, r->y1, 0);
glVertex3f(r->x1, r->y2, 0);
glVertex3f(r->x2, r->y2, 0);
glVertex3f(r->x2, r->y1, 0);
glEnd();
glBegin(GL_POINTS);
glVertex3f(r->x1, r->y1, 0);
glVertex3f(r->x1, r->y2, 0);
glVertex3f(r->x2, r->y2, 0);
glVertex3f(r->x2, r->y1, 0);
glEnd();
}
glPopMatrix();
glDisable(GL_BLEND);
glPopAttrib();
#endif
}
if (!collisionMask.empty())
{
#ifdef BBGE_BUILD_OPENGL