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NUKE unused RF_WRAP_FRAMES and RF_FORCENOLOD
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VReaperV committed Jan 27, 2025
1 parent 39c289e commit 75ef91a
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Showing 2 changed files with 2 additions and 18 deletions.
15 changes: 1 addition & 14 deletions src/engine/renderer/tr_mesh.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -262,21 +262,8 @@ void R_AddMDVSurfaces( trRefEntity_t *ent )
personalModel = ( ent->e.renderfx & RF_THIRD_PERSON ) &&
tr.viewParms.portalLevel == 0;

if ( ent->e.renderfx & RF_WRAP_FRAMES )
{
ent->e.frame %= tr.currentModel->mdv[ 0 ]->numFrames;
ent->e.oldframe %= tr.currentModel->mdv[ 0 ]->numFrames;
}

// compute LOD
if ( ent->e.renderfx & RF_FORCENOLOD )
{
lod = 0;
}
else
{
lod = R_ComputeLOD( ent );
}
lod = R_ComputeLOD( ent );

// Validate the frames so there is no chance of a crash.
// This will write directly into the entity structure, so
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5 changes: 1 addition & 4 deletions src/engine/renderer/tr_types.h
Original file line number Diff line number Diff line change
Expand Up @@ -65,10 +65,7 @@ using bool8_t = uint8_t;
// for lighting. This allows entities to sink into the floor
// with their origin going solid, and allows all parts of a
// player to get the same lighting
#define RF_WRAP_FRAMES 0x000080 // mod the model frames by the maxframes to allow continuous
// animation without needing to know the frame count
#define RF_FORCENOLOD 0x000400
#define RF_SWAPCULL 0x000800 // swap CT_FRONT_SIDED and CT_BACK_SIDED
#define RF_SWAPCULL 0x000040 // swap CT_FRONT_SIDED and CT_BACK_SIDED

// refdef flags
#define RDF_NOWORLDMODEL ( 1 << 0 ) // used for player configuration screen
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