fix build break some more

This commit is contained in:
David Rose 2002-03-29 01:33:46 +00:00
parent 5d52a23afb
commit cee90ebf8a
2 changed files with 2 additions and 11 deletions

View File

@ -4689,13 +4689,13 @@ apply_fog(Fog *fog) {
}
}
#if 0
////////////////////////////////////////////////////////////////////
// Function: DXGraphicsStateGuardian::apply_light
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
#if 0
// The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better
// solution later.
@ -4719,7 +4719,6 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
alight.dvAttenuation2 = (D3DVALUE)light->get_quadratic_attenuation();
HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
#endif
}
////////////////////////////////////////////////////////////////////
@ -4728,7 +4727,6 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
// Description:
////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
#if 0
// The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better
// solution later.
@ -4756,7 +4754,6 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
// scrn.pD3DDevice->LightEnable( _cur_light_id, TRUE );
// scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_LIGHTING, TRUE );
#endif
}
////////////////////////////////////////////////////////////////////
@ -4765,7 +4762,6 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
// Description:
////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( Spotlight* light ) {
#if 0
// The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better
// solution later.
@ -4843,8 +4839,8 @@ void DXGraphicsStateGuardian::apply_light( Spotlight* light ) {
HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
#endif // WBD_GL_MODE
#endif
}
#endif
////////////////////////////////////////////////////////////////////
// Function: DXGraphicsStateGuardian::issue_transform

View File

@ -130,11 +130,6 @@ public:
virtual void apply_material(const Material *material);
virtual void apply_fog(Fog *fog);
virtual void apply_light(PointLight* light);
virtual void apply_light(DirectionalLight* light);
virtual void apply_light(Spotlight* light);
virtual void apply_light(AmbientLight* light);
virtual void issue_transform(const TransformTransition *attrib);
virtual void issue_tex_matrix(const TexMatrixTransition *attrib);
virtual void issue_color(const ColorTransition *attrib);