[MPlayer-cvslog] r36337 - trunk/libvo/matrixview.c
reimar
subversion at mplayerhq.hu
Wed Jun 12 20:54:14 CEST 2013
Author: reimar
Date: Wed Jun 12 20:54:14 2013
New Revision: 36337
Log:
Remove code related to unused lighting.
Modified:
trunk/libvo/matrixview.c
Modified: trunk/libvo/matrixview.c
==============================================================================
--- trunk/libvo/matrixview.c Wed Jun 12 20:54:12 2013 (r36336)
+++ trunk/libvo/matrixview.c Wed Jun 12 20:54:14 2013 (r36337)
@@ -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 @@ static void draw_char(int num, float lig
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 @@ static void draw_illuminatedchar(int num
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_illuminatedchar(int num
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 @@ void matrixview_init(int w, int h)
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);
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