# HG changeset patch # User reimar # Date 1371063254 0 # Node ID 0cfa55e44ea5fcde2ad940345c8a0f0e0d5ee24e # Parent e8640e3f9b7ea658b85ba937373109554747d90e Remove code related to unused lighting. diff -r e8640e3f9b7e -r 0cfa55e44ea5 libvo/matrixview.c --- a/libvo/matrixview.c Wed Jun 12 18:54:12 2013 +0000 +++ b/libvo/matrixview.c Wed Jun 12 18:54:14 2013 +0000 @@ -34,11 +34,6 @@ static float matrix_contrast = 1.5; static float matrix_brightness = 1.0; -// Settings for our light. Try playing with these (or add more lights). -static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f }; -static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f }; -static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f }; - static const uint8_t flare[4][4] = { { 0, 0, 0, 0}, { 0, 180, 0, 0}, @@ -76,7 +71,6 @@ num3 = num - (num2 * 10); ty = (float)num2 / 7; tx = (float)num3 / 10; - mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting mpglColor4ub(0, 255, 0, light); // Basic polygon color mpglTexCoord2f(tx, ty); @@ -98,7 +92,6 @@ num3 = num - (num2 * 10); ty = (float)num2 / 7; tx = (float)num3 / 10; - mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting mpglColor4ub(255, 255, 255, 128); // Basic polygon color mpglTexCoord2f(tx, ty); @@ -113,7 +106,6 @@ static void draw_flare(float x, float y, float z) //flare { - mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting mpglColor4ub(255, 255, 255, 204); // Basic polygon color mpglTexCoord2f(0, 0); @@ -281,26 +273,12 @@ mpglClearDepth(1.0); mpglDepthFunc(GL_LESS); - // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. - mpglShadeModel(GL_SMOOTH); - - // Set up a light, turn it on. - mpglLightfv(GL_LIGHT1, GL_POSITION, Light_Position); - mpglLightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient); - mpglLightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse); - mpglEnable(GL_LIGHT1); - - // A handy trick -- have surface material mirror the color. - mpglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - mpglEnable(GL_COLOR_MATERIAL); - // Allow adjusting of texture color via glColor mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); mpglEnable(GL_BLEND); mpglEnable(GL_TEXTURE_2D); - mpglDisable(GL_LIGHTING); mpglBlendFunc(GL_SRC_ALPHA, GL_ONE); mpglDisable(GL_DEPTH_TEST);