Remove unused code

0.6.1
scrawl 8 years ago
parent b66c2abfe3
commit 5044816770

@ -186,8 +186,6 @@ osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Ve
geometry->addPrimitiveSet(mBufferCache.getIndexBuffer(numVerts, lodFlags));
geometry->getBound();
bool useCompositeMap = chunkSize >= 1.f;
unsigned int numUvSets = useCompositeMap ? 1 : 2;

@ -59,7 +59,7 @@ namespace Terrain
}
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers,
const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize, bool renderCompositeMap)
const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize)
{
std::vector<osg::ref_ptr<osg::StateSet> > passes;
@ -104,8 +104,6 @@ namespace Terrain
stateset->addUniform(new osg::Uniform("normalMap", texunit));
}
// TODO: fix shader for renderCompositeMap=True
Shader::ShaderManager::DefineMap defineMap;
defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
defineMap["clamp"] = clampLighting ? "1" : "0";

@ -28,7 +28,7 @@ namespace Terrain
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager,
const std::vector<TextureLayer>& layers,
const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize, bool renderCompositeMap=false);
const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize);
}

@ -99,15 +99,6 @@ void QuadTreeNode::traverse(osg::NodeVisitor &nv)
if (!hasValidBounds())
return;
if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(&nv);
// do another culling test against bounding box as its much more accurate than the bounding sphere.
if (cv->isCulled(mBoundingBox))
return;
}
if ((mLodCallback && mLodCallback->isSufficientDetail(this, nv.getEyePoint())) || !getNumChildren())
getView(nv)->add(this, true);
else

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