Remove no longer needed comments about coordinate system

deque
scrawl 11 years ago
parent c065a4b203
commit c62d53ae84

@ -143,7 +143,7 @@ namespace MWBase
virtual bool isCellQuasiExterior() const = 0; virtual bool isCellQuasiExterior() const = 0;
virtual Ogre::Vector2 getNorthVector (MWWorld::CellStore* cell) = 0; virtual Ogre::Vector2 getNorthVector (MWWorld::CellStore* cell) = 0;
///< get north vector (OGRE coordinates) for given interior cell ///< get north vector for given interior cell
virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out) = 0; virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out) = 0;
///< get a list of teleport door markers for a given cell, to be displayed on the local map ///< get a list of teleport door markers for a given cell, to be displayed on the local map

@ -30,8 +30,6 @@ namespace MWRender
int getHeight() { return mHeight; } int getHeight() { return mHeight; }
void worldPosToImageSpace(float x, float z, float& imageX, float& imageY); void worldPosToImageSpace(float x, float z, float& imageX, float& imageY);
///< @param x x ogre coords
/// @param z z ogre coords
void cellTopLeftCornerToImageSpace(int x, int y, float& imageX, float& imageY); void cellTopLeftCornerToImageSpace(int x, int y, float& imageX, float& imageY);

@ -61,8 +61,6 @@ namespace MWRender
* Set the position & direction of the player. * Set the position & direction of the player.
* @remarks This is used to draw a "fog of war" effect * @remarks This is used to draw a "fog of war" effect
* to hide areas on the map the player has not discovered yet. * to hide areas on the map the player has not discovered yet.
* @param position (OGRE coordinates)
* @param camera orientation (OGRE coordinates)
*/ */
void updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation); void updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation);
@ -74,7 +72,7 @@ namespace MWRender
/** /**
* Get the interior map texture index and normalized position * Get the interior map texture index and normalized position
* on this texture, given a world position (in ogre coordinates) * on this texture, given a world position
*/ */
void getInteriorMapPosition (Ogre::Vector2 pos, float& nX, float& nY, int& x, int& y); void getInteriorMapPosition (Ogre::Vector2 pos, float& nX, float& nY, int& x, int& y);

@ -205,7 +205,7 @@ namespace MWWorld
virtual bool isCellQuasiExterior() const; virtual bool isCellQuasiExterior() const;
virtual Ogre::Vector2 getNorthVector (CellStore* cell); virtual Ogre::Vector2 getNorthVector (CellStore* cell);
///< get north vector (OGRE coordinates) for given interior cell ///< get north vector for given interior cell
virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out); virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out);
///< get a list of teleport door markers for a given cell, to be displayed on the local map ///< get a list of teleport door markers for a given cell, to be displayed on the local map

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