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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

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