Remove dead code

sceneinput
scrawl 9 years ago
parent 9bb6c3f288
commit 854fd9fe05

@ -972,8 +972,6 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
, mCloudSpeed(0.0f)
, mStarsOpacity(0.0f)
, mRemainingTransitionTime(0.0f)
, mGlare(0.0f)
, mGlareFade(0.0f)
, mRainEnabled(false)
, mRainSpeed(0)
, mRainFrequency(1)
@ -1290,32 +1288,6 @@ void SkyManager::update(float duration)
mCloudUpdater->setAnimationTimer(mCloudAnimationTimer);
mCloudUpdater2->setAnimationTimer(mCloudAnimationTimer);
if (mSunEnabled)
{
// take 1/10 sec for fading the glare effect from invisible to full
if (mGlareFade > mGlare)
{
mGlareFade -= duration*10;
if (mGlareFade < mGlare) mGlareFade = mGlare;
}
else if (mGlareFade < mGlare)
{
mGlareFade += duration*10;
if (mGlareFade > mGlare) mGlareFade = mGlare;
}
// increase the strength of the sun glare effect depending
// on how directly the player is looking at the sun
/*
Vector3 sun = mSunGlare->getPosition();
Vector3 cam = mCamera->getRealDirection();
const Degree angle = sun.angleBetween( cam );
float val = 1- (angle.valueDegrees() / 180.f);
val = (val*val*val*val)*6;
mSunGlare->setSize(val * mGlareFade);
*/
}
// rotate the stars by 360 degrees every 4 days
mAtmosphereNightRoll += MWBase::Environment::get().getWorld()->getTimeScaleFactor()*duration*osg::DegreesToRadians(360.f) / (3600*96.f);
if (mAtmosphereNightNode->getNodeMask() != 0)
@ -1466,6 +1438,15 @@ void SkyManager::setWeather(const WeatherResult& weather)
mMasser->adjustTransparency(weather.mGlareView);
mSecunda->adjustTransparency(weather.mGlareView);
/*
float timeofday_angle = std::abs(mSun->getPosition().z/mSunGlare->getPosition().length());
float strength;
if (timeofday_angle <= 0.44)
strength = timeofday_angle/0.44f;
else
strength = 1.f;
*/
mSun->adjustTransparency(weather.mGlareView);
float nextStarsOpacity = weather.mNightFade * weather.mGlareView;
@ -1478,20 +1459,6 @@ void SkyManager::setWeather(const WeatherResult& weather)
mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
/*
float strength;
float timeofday_angle = std::abs(mSunGlare->getPosition().z/mSunGlare->getPosition().length());
if (timeofday_angle <= 0.44)
strength = timeofday_angle/0.44f;
else
strength = 1.f;
mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength);
mSun->setVisibility(weather.mGlareView * strength);
*/
if (mRainFader)
mRainFader->setAlpha(weather.mEffectFade * 0.6); // * Rain_Threshold?
if (mParticleFader)
@ -1522,8 +1489,6 @@ void SkyManager::setSunDirection(const osg::Vec3f& direction)
if (!mCreated) return;
mSun->setDirection(direction);
//mSunGlare->setPosition(direction);
}
void SkyManager::setMasserState(const MoonState& state)

@ -209,9 +209,6 @@ namespace MWRender
float mRemainingTransitionTime;
float mGlare; // target
float mGlareFade; // actual
bool mRainEnabled;
std::string mRainEffect;
float mRainSpeed;

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