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authorTreeki <treeki@gmail.com>2012-01-16 04:41:34 +0100
committerTreeki <treeki@gmail.com>2012-01-16 04:41:34 +0100
commite5e7ad18cd04dcbc376f87769937c1fb1f09f125 (patch)
treed21d391e439ad7045d85a20f6976831ad63e37e7
parent9328f950fb9eebadb43f004a2f8366e7f5f14e14 (diff)
downloadkamek-e5e7ad18cd04dcbc376f87769937c1fb1f09f125.tar.gz
kamek-e5e7ad18cd04dcbc376f87769937c1fb1f09f125.zip
cleaning up house
Diffstat (limited to '')
-rw-r--r--src/koopatlas/core.cpp93
1 files changed, 0 insertions, 93 deletions
diff --git a/src/koopatlas/core.cpp b/src/koopatlas/core.cpp
index 627f828..fb1e865 100644
--- a/src/koopatlas/core.cpp
+++ b/src/koopatlas/core.cpp
@@ -798,31 +798,6 @@ void dScKoopatlas_c::executeState_QuickSaveEndCloseWait() {
void dScKoopatlas_c::executeState_SaveError() { }
-/*
-// MODELLED ON STAGE
-void NewerMapDrawFunc() {
- DoSomethingCameraRelatedWithEGGScreen(0, &dWorldCamera_c::instance->screen);
- LinkScene(0);
- ChangeAlphaUpdate(false);
- SceneCalcWorld(0);
- SceneCameraStuff(0);
- DrawOpa();
- DrawXlu();
- // Something
- nw4r::g3d::Camera camera(GetCameraByID(0));
- camera.GXSetViewport();
- camera.GXSetScissor();
- RenderEffects(0, 6);
- SetupLYTDrawing();
- DrawAllLayoutsBeforeX(0x81);
- RenderEffects(0, 3);
- RenderEffects(0, 2);
- DrawAllLayoutsAfterX(0x80);
- ClearLayoutDrawList();
- UnlinkScene(0);
-}*/
-
-
void NewerMapDrawFunc() {
Reset3DState();
SetCurrentCameraID(0);
@@ -858,71 +833,3 @@ void NewerMapDrawFunc() {
SetCurrentCameraID(0);
}
-
-/*void NewerMapDrawFunc() {
- int keepCamera = GetCurrentCameraID();
-
- // All drawing uses scene 1, since that's the only one loaded by GAME_SETUP.
- // Todo: Newer-specific scenes?
-
- // Stage 1
-
- // Stage 2
- Reset3DState();
- SetCurrentCameraID(0);
- LinkScene(0);
- SceneCalcWorld(0);
- SceneCameraStuff(0);
- ChangeAlphaUpdate(false);
- CalcMaterial();
- DrawOpa();
- DrawXlu();
- UnlinkScene(0);
- GXDrawDone();
-
- //Reset3DState();
- //T3D::DrawQueue();
-
- // Stage 3
- Reset3DState();
- SetupLYTDrawing();
- DrawAllLayoutsBeforeX(146);
- //DrawAllLayoutsBeforeX(129);
- //DrawAllLayoutsAfterXandBeforeY(128, 146);
- GXDrawDone();
-
- // Stage 4
- RemoveAllFromScnRoot();
- Reset3DState();
- SetCurrentCameraID(1);
- DoSpecialDrawing1();
- LinkScene(1);
- SceneCalcWorld(1);
- SceneCameraStuff(1);
- CalcMaterial();
- DrawOpa();
- DrawXlu();
-
- // Stage 5
- if (GAMEMGR_GET_AFC(GameMgr)) {
- for (int i = 0; i < 4; i++) {
- RenderEffects(0, 11+i);
- }
-
- for (int i = 0; i < 4; i++) {
- RenderEffects(0, 7+i);
- }
- }
-
- RenderEffects(0, 2); // need to investigate how this thing works
-
- DrawAllLayoutsAfterX(145);
- ClearLayoutDrawList(); // this is REALLY IMPORTANT!
-
- UnlinkScene(1);
-
- // End
- SetCurrentCameraID(0);
-}
-
-*/