diff --git a/src/rendering/hwrenderer/doom_levelsubmesh.cpp b/src/rendering/hwrenderer/doom_levelsubmesh.cpp index 7035035a0..d3ae35c44 100644 --- a/src/rendering/hwrenderer/doom_levelsubmesh.cpp +++ b/src/rendering/hwrenderer/doom_levelsubmesh.cpp @@ -16,9 +16,6 @@ #include "hwrenderer/scene/hw_flatdispatcher.h" #include "common/rendering/hwrenderer/data/hw_meshbuilder.h" -VSMatrix GetPlaneTextureRotationMatrix(FGameTexture* gltexture, const sector_t* sector, int plane); -void GetTexCoordInfo(FGameTexture* tex, FTexCoordInfo* tci, side_t* side, int texpos); - EXTERN_CVAR(Float, lm_scale); DoomLevelSubmesh::DoomLevelSubmesh(DoomLevelMesh* mesh, FLevelLocals& doomMap, bool staticMesh) : LevelMesh(mesh), StaticMesh(staticMesh) @@ -621,22 +618,6 @@ void DoomLevelSubmesh::SetSideLightmap(DoomLevelMeshSurface* surface) } } -bool DoomLevelSubmesh::IsDegenerate(const FVector3 &v0, const FVector3 &v1, const FVector3 &v2) -{ - // A degenerate triangle has a zero cross product for two of its sides. - float ax = v1.X - v0.X; - float ay = v1.Y - v0.Y; - float az = v1.Z - v0.Z; - float bx = v2.X - v0.X; - float by = v2.Y - v0.Y; - float bz = v2.Z - v0.Z; - float crossx = ay * bz - az * by; - float crossy = az * bx - ax * bz; - float crossz = ax * by - ay * bx; - float crosslengthsqr = crossx * crossx + crossy * crossy + crossz * crossz; - return crosslengthsqr <= 1.e-6f; -} - void DoomLevelSubmesh::PackLightmapAtlas(FLevelLocals& doomMap, int lightmapStartIndex) { std::vector sortedTiles; diff --git a/src/rendering/hwrenderer/doom_levelsubmesh.h b/src/rendering/hwrenderer/doom_levelsubmesh.h index 798cd5c2f..bebf1d388 100644 --- a/src/rendering/hwrenderer/doom_levelsubmesh.h +++ b/src/rendering/hwrenderer/doom_levelsubmesh.h @@ -103,8 +103,6 @@ private: int AddSurfaceToTile(const DoomLevelMeshSurface& surf, std::map& bindings); int GetSampleDimension(const DoomLevelMeshSurface& surf); - static bool IsDegenerate(const FVector3& v0, const FVector3& v1, const FVector3& v2); - static FVector2 ToFVector2(const DVector2& v) { return FVector2((float)v.X, (float)v.Y); } static FVector3 ToFVector3(const DVector3& v) { return FVector3((float)v.X, (float)v.Y, (float)v.Z); } static FVector4 ToFVector4(const DVector4& v) { return FVector4((float)v.X, (float)v.Y, (float)v.Z, (float)v.W); }