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Remove commented-out code
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parent
0f39b825e1
commit
eb128e65a4
162 changed files with 2092 additions and 6594 deletions
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@ -30,7 +30,7 @@ const std::string modelPath = "models/";
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Model::Model() : RenderObject()
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{
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m_calModel = 0;
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//, coreModel("poot")
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m_calCoreModel = new CalCoreModel("model");
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if (!m_calCoreModel)
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{
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@ -242,13 +242,7 @@ bool Model::load(const std::string& _strFilename)
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// set the material set of the whole model
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m_calModel->setMaterialSet(0);
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// set initial animation state
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/*
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m_state = STATE_MOTION;
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m_calModel->getMixer()->blendCycle(m_animationId[STATE_MOTION], m_motionBlend[0], 0.0f);
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m_calModel->getMixer()->blendCycle(m_animationId[STATE_MOTION + 1], m_motionBlend[1], 0.0f);
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m_calModel->getMixer()->blendCycle(m_animationId[STATE_MOTION + 2], m_motionBlend[2], 0.0f);
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*/
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return true;
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}
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@ -379,7 +373,7 @@ void Model::renderMesh(bool bWireframe, bool bLight)
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}
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// draw the submesh
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if(sizeof(CalIndex)==2)
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glDrawElements(GL_TRIANGLES, faceCount * 3, GL_UNSIGNED_SHORT, &meshFaces[0][0]);
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else
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@ -393,20 +387,8 @@ void Model::renderMesh(bool bWireframe, bool bLight)
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glDisable(GL_TEXTURE_2D);
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}
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// DEBUG-CODE //////////////////////////////////////////////////////////////////
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/*
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glBegin(GL_LINES);
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glColor3f(1.0f, 1.0f, 1.0f);
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int vertexId;
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for(vertexId = 0; vertexId < vertexCount; vertexId++)
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{
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const float scale = 0.3f;
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glVertex3f(meshVertices[vertexId][0], meshVertices[vertexId][1], meshVertices[vertexId][2]);
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glVertex3f(meshVertices[vertexId][0] + meshNormals[vertexId][0] * scale, meshVertices[vertexId][1] + meshNormals[vertexId][1] * scale, meshVertices[vertexId][2] + meshNormals[vertexId][2] * scale);
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}
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glEnd();
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*/
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////////////////////////////////////////////////////////////////////////////////
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}
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}
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}
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@ -437,10 +419,7 @@ glEnd();
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void Model::onRender()
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{
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/*
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glClearDepth(1.0f);
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core->resize3D();
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*/
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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@ -452,7 +431,7 @@ void Model::onRender()
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// check if we need to render the mesh
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renderMesh(false, false);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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