more naked gl cleanup, deleting dead code, tweaking comments so they don't give false positives in searching for more naked gl

This commit is contained in:
ZappoMan 2015-07-15 15:52:12 -07:00
parent 2ad2c4d554
commit d1e511efcb
6 changed files with 7 additions and 22 deletions

View file

@ -33,8 +33,6 @@ void Cube3DOverlay::render(RenderArgs* args) {
const float MAX_COLOR = 255.0f;
glm::vec4 cubeColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
//glDisable(GL_LIGHTING);
// TODO: handle registration point??
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();

View file

@ -86,7 +86,7 @@ public:
// Then by the inverse of the ViewTransform from world space to eye space
// finaly projected into the clip space by the projection transform
// WARNING: ViewTransform transform from eye space to world space, its inverse is composed
// with the ModelTransformu to create the equivalent of the glModelViewMatrix
// with the ModelTransform to create the equivalent of the gl ModelViewMatrix
void setModelTransform(const Transform& model);
void setViewTransform(const Transform& view);
void setProjectionTransform(const Mat4& proj);

View file

@ -504,9 +504,6 @@ glm::vec2 Font::drawString(float x, float y, const QString & str,
_vao->release();
_texture->release(); // TODO: Brad & Sam, let's discuss this. Without this non-textured quads get their colors borked.
_program->release();
// FIXME, needed?
// glDisable(GL_TEXTURE_2D);
return advance;
}

View file

@ -110,9 +110,6 @@ const gpu::TexturePointer& TextureCache::getPermutationNormalTexture() {
_permutationNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB), 256, 2));
_permutationNormalTexture->assignStoredMip(0, _blueTexture->getTexelFormat(), sizeof(data), data);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
return _permutationNormalTexture;
}
@ -122,13 +119,6 @@ const unsigned char OPAQUE_GRAY[] = { 0x80, 0x80, 0x80, 0xFF };
const unsigned char OPAQUE_BLUE[] = { 0x80, 0x80, 0xFF, 0xFF };
const unsigned char OPAQUE_BLACK[] = { 0x00, 0x00, 0x00, 0xFF };
/*
static void loadSingleColorTexture(const unsigned char* color) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
*/
const gpu::TexturePointer& TextureCache::getWhiteTexture() {
if (!_whiteTexture) {
_whiteTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));