fix build break some more
This commit is contained in:
parent
5d52a23afb
commit
cee90ebf8a
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
Loading…
Reference in New Issue