removed all GL 2.x code.

After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
This commit is contained in:
Christoph Oelckers 2014-06-21 15:50:32 +02:00
commit 2925c96b59
24 changed files with 310 additions and 809 deletions

View file

@ -744,17 +744,9 @@ void gl_RenderModel(GLSprite * spr)
if(smf->flags & MDL_INHERITACTORPITCH) pitch += float(static_cast<double>(spr->actor->pitch >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->pitch & 0x0000FFFF) / (1 << 29) * 45);
if(smf->flags & MDL_INHERITACTORROLL) roll += float(static_cast<double>(spr->actor->roll >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->roll & 0x0000FFFF) / (1 << 29) * 45);
if (!gl.hasGLSL())
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
else
{
glActiveTexture(GL_TEXTURE7); // Hijack the otherwise unused seventh texture matrix for the model to world transformation.
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
glActiveTexture(GL_TEXTURE7); // Hijack the otherwise unused seventh texture matrix for the model to world transformation.
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// Model space => World space
glTranslatef(spr->x, spr->z, spr->y );
@ -786,7 +778,7 @@ void gl_RenderModel(GLSprite * spr)
glRotatef(smf->pitchoffset, 0, 0, 1);
glRotatef(-smf->rolloffset, 1, 0, 0);
if (gl.hasGLSL()) glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
#if 0
if (gl_light_models)
@ -805,19 +797,11 @@ void gl_RenderModel(GLSprite * spr)
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
if (!gl.hasGLSL())
{
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
else
{
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
}
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
glDepthFunc(GL_LESS);
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))