From 75ef91a33a41e1f857448f45b6102f6001bdbb3c Mon Sep 17 00:00:00 2001 From: VReaperV Date: Sun, 26 Jan 2025 16:10:07 +0300 Subject: [PATCH] NUKE unused RF_WRAP_FRAMES and RF_FORCENOLOD --- src/engine/renderer/tr_mesh.cpp | 15 +-------------- src/engine/renderer/tr_types.h | 5 +---- 2 files changed, 2 insertions(+), 18 deletions(-) diff --git a/src/engine/renderer/tr_mesh.cpp b/src/engine/renderer/tr_mesh.cpp index 8aefcda50b..9168c488a3 100644 --- a/src/engine/renderer/tr_mesh.cpp +++ b/src/engine/renderer/tr_mesh.cpp @@ -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 diff --git a/src/engine/renderer/tr_types.h b/src/engine/renderer/tr_types.h index 73f96da3b9..42d23962d2 100644 --- a/src/engine/renderer/tr_types.h +++ b/src/engine/renderer/tr_types.h @@ -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