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Remove commented-out code

This commit is contained in:
Nicolas Braud-Santoni 2016-05-05 19:40:28 +02:00
parent 0f39b825e1
commit eb128e65a4
162 changed files with 2092 additions and 6594 deletions

View file

@ -63,7 +63,7 @@ bool DarkLayer::isUsed()
//HACK: disabling dark layer for temporary testing build
// MAKE SURE TO RESTORE THIS CODE TO THE WAY IT WAS
return layer > -1 && active;
//return false;
}
void DarkLayer::setLayers(int layer, int rl)
@ -79,7 +79,7 @@ void DarkLayer::init(int quality, bool useFrameBufferParam)
this->quality = quality;
if (useFrameBuffer)
{
{
if (!frameBuffer.init(quality, quality))
useFrameBuffer = false;
else
@ -110,26 +110,25 @@ void DarkLayer::preRender()
if (verbose) debugLog("viewport");
glViewport(0,0,quality,quality);
//core->clearBuffers();
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (verbose) debugLog("startCapture");
if (useFrameBuffer)
frameBuffer.startCapture();
if (verbose) debugLog("clearColor");
glClearColor(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT);
if (verbose) debugLog("render");
core->render(layer, layer, false);
core->render(layer, layer, false);
if (verbose) debugLog("endCapture");
if (useFrameBuffer)
frameBuffer.endCapture();
else
@ -140,15 +139,13 @@ void DarkLayer::preRender()
}
if (verbose) debugLog("viewport");
glViewport(0, 0, core->width, core->height);
glClearColor(0,0,0,0);
if (verbose) debugLog("done");
/*
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
*/
//glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, quality, quality, 0);
}
}
@ -158,24 +155,20 @@ void DarkLayer::render()
{
glPushMatrix();
glLoadIdentity();
//float percentX = (float)core->width/(float)quality;
//float percentY = (float)core->height/(float)quality;
glEnable(GL_TEXTURE_2D);
if (useFrameBuffer)
frameBuffer.bindTexture();
else
glBindTexture(GL_TEXTURE_2D,texture);
//glDisable(GL_BLEND);
glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_ZERO, GL_SRC_COLOR);
//glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_BLEND);
// subtractive blend! (using color)
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
@ -189,9 +182,9 @@ void DarkLayer::render()
{
debugLog("darkLayer: invalid operation");
}
//glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
//glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1,1,1,1);
float width = core->getWindowWidth();
@ -216,7 +209,7 @@ void DarkLayer::render()
glEnd();
glPopMatrix();
RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0);