Remove polymost stuff

- Maybe it will be back someday, but it's been essentially dead for nearly
  10 years, so don't hold your breath.
This commit is contained in:
Randy Heit 2014-07-31 19:43:36 -05:00
commit bbc3b69a7c
7 changed files with 3 additions and 1716 deletions

View file

@ -72,8 +72,6 @@
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void R_SpanInitData ();
void RP_RenderBSPNode (void *node);
bool RP_SetupFrame (bool backside);
void R_DeinitSprites();
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
@ -94,14 +92,12 @@ extern "C" int fuzzviewheight;
static float CurrentVisibility = 8.f;
static fixed_t MaxVisForWall;
static fixed_t MaxVisForFloor;
static bool polyclipped;
extern bool r_showviewer;
bool r_dontmaplines;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Int, r_polymost, 0, 0)
CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
fixed_t r_BaseVisibility;
@ -612,14 +608,6 @@ void R_SetupFreelook()
}
}
void R_SetupPolymost()
{
if (r_polymost)
{
polyclipped = RP_SetupFrame (false);
}
}
//==========================================================================
//
// R_EnterMirror
@ -812,11 +800,8 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
}
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
PO_LinkToSubsectors();
if (r_polymost < 2)
{
R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
R_3D_ResetClip(); // reset clips (floor/ceiling)
}
R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
R_3D_ResetClip(); // reset clips (floor/ceiling)
camera->renderflags = savedflags;
WallCycles.Unclock();
@ -843,16 +828,6 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
MaskedCycles.Unclock();
NetUpdate ();
if (r_polymost)
{
RP_RenderBSPNode (nodes + numnodes - 1);
if (polyclipped)
{
RP_SetupFrame (true);
RP_RenderBSPNode (nodes + numnodes - 1);
}
}
}
WallMirrors.Clear ();
interpolator.RestoreInterpolations ();