mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-27 10:33:50 +00:00
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
This commit is contained in:
parent
513789c2c7
commit
26fd24fbab
43 changed files with 35 additions and 356 deletions
|
|
@ -38,10 +38,6 @@
|
|||
#include "lighting/lightInfo.h"
|
||||
#include "console/engineAPI.h"
|
||||
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
# include "gfx/D3D9/360/gfx360MemVertexBuffer.h"
|
||||
#endif
|
||||
|
||||
Point3F ParticleEmitter::mWindVelocity( 0.0, 0.0, 0.0 );
|
||||
const F32 ParticleEmitter::AgedSpinToRadians = (1.0f/1000.0f) * (1.0f/360.0f) * M_PI_F * 2.0f;
|
||||
|
||||
|
|
@ -701,11 +697,6 @@ void ParticleEmitterData::allocPrimBuffer( S32 overrideSize )
|
|||
U16 *ibIndices;
|
||||
GFXBufferType bufferType = GFXBufferTypeStatic;
|
||||
|
||||
#ifdef TORQUE_OS_XENON
|
||||
// Because of the way the volatile buffers work on Xenon this is the only
|
||||
// way to do this.
|
||||
bufferType = GFXBufferTypeVolatile;
|
||||
#endif
|
||||
primBuff.set( GFX, indexListSize, 0, bufferType );
|
||||
primBuff.lock( &ibIndices );
|
||||
dMemcpy( ibIndices, indices, indexListSize * sizeof(U16) );
|
||||
|
|
@ -1504,22 +1495,9 @@ void ParticleEmitter::copyToVB( const Point3F &camPos, const ColorF &ambientColo
|
|||
}
|
||||
PROFILE_END();
|
||||
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
// Allocate writecombined since we don't read back from this buffer (yay!)
|
||||
if(mVertBuff.isNull())
|
||||
mVertBuff = new GFX360MemVertexBuffer(GFX, 1, getGFXVertexFormat<ParticleVertexType>(), sizeof(ParticleVertexType), GFXBufferTypeDynamic, PAGE_WRITECOMBINE);
|
||||
if( n_parts > mCurBuffSize )
|
||||
{
|
||||
mCurBuffSize = n_parts;
|
||||
mVertBuff.resize(n_parts * 4);
|
||||
}
|
||||
|
||||
ParticleVertexType *buffPtr = mVertBuff.lock();
|
||||
#else
|
||||
static Vector<ParticleVertexType> tempBuff(2048);
|
||||
tempBuff.reserve( n_parts*4 + 64); // make sure tempBuff is big enough
|
||||
ParticleVertexType *buffPtr = tempBuff.address(); // use direct pointer (faster)
|
||||
#endif
|
||||
|
||||
if (mDataBlock->orientParticles)
|
||||
{
|
||||
|
|
@ -1653,9 +1631,6 @@ void ParticleEmitter::copyToVB( const Point3F &camPos, const ColorF &ambientColo
|
|||
PROFILE_END();
|
||||
}
|
||||
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
mVertBuff.unlock();
|
||||
#else
|
||||
PROFILE_START(ParticleEmitter_copyToVB_LockCopy);
|
||||
// create new VB if emitter size grows
|
||||
if( !mVertBuff || n_parts > mCurBuffSize )
|
||||
|
|
@ -1668,7 +1643,6 @@ void ParticleEmitter::copyToVB( const Point3F &camPos, const ColorF &ambientColo
|
|||
dMemcpy( verts, tempBuff.address(), n_parts * 4 * sizeof(ParticleVertexType) );
|
||||
mVertBuff.unlock();
|
||||
PROFILE_END();
|
||||
#endif
|
||||
|
||||
PROFILE_END();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,10 +39,6 @@
|
|||
#include "T3D/fx/particle.h"
|
||||
#endif
|
||||
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
#include "gfx/D3D9/360/gfx360MemVertexBuffer.h"
|
||||
#endif
|
||||
|
||||
class RenderPassManager;
|
||||
class ParticleData;
|
||||
|
||||
|
|
@ -128,11 +124,7 @@ class ParticleEmitter : public GameBase
|
|||
|
||||
public:
|
||||
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
typedef GFXVertexPCTT ParticleVertexType;
|
||||
#else
|
||||
typedef GFXVertexPCT ParticleVertexType;
|
||||
#endif
|
||||
typedef GFXVertexPCT ParticleVertexType;
|
||||
|
||||
ParticleEmitter();
|
||||
~ParticleEmitter();
|
||||
|
|
@ -264,11 +256,7 @@ class ParticleEmitter : public GameBase
|
|||
F32 sizes[ ParticleData::PDC_NUM_KEYS ];
|
||||
ColorF colors[ ParticleData::PDC_NUM_KEYS ];
|
||||
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
GFX360MemVertexBufferHandle<ParticleVertexType> mVertBuff;
|
||||
#else
|
||||
GFXVertexBufferHandle<ParticleVertexType> mVertBuff;
|
||||
#endif
|
||||
|
||||
// These members are for implementing a link-list of the active emitter
|
||||
// particles. Member part_store contains blocks of particles that can be
|
||||
|
|
|
|||
|
|
@ -1515,10 +1515,6 @@ void Precipitation::renderObject(ObjectRenderInst *ri, SceneRenderState *state,
|
|||
if (overrideMat)
|
||||
return;
|
||||
|
||||
#ifdef TORQUE_OS_XENON
|
||||
return;
|
||||
#endif
|
||||
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return; //need connection to server
|
||||
|
|
|
|||
|
|
@ -444,19 +444,11 @@ void GroundPlane::createGeometry( const Frustum& frustum )
|
|||
// Only reallocate if the buffers are too small.
|
||||
if ( mVertexBuffer.isNull() || numVertices > mVertexBuffer->mNumVerts )
|
||||
{
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
mVertexBuffer.set( GFX, numVertices, GFXBufferTypeVolatile );
|
||||
#else
|
||||
mVertexBuffer.set( GFX, numVertices, GFXBufferTypeDynamic );
|
||||
#endif
|
||||
}
|
||||
if ( mPrimitiveBuffer.isNull() || numTriangles > mPrimitiveBuffer->mPrimitiveCount )
|
||||
{
|
||||
#if defined(TORQUE_OS_XENON)
|
||||
mPrimitiveBuffer.set( GFX, numTriangles*3, numTriangles, GFXBufferTypeVolatile );
|
||||
#else
|
||||
mPrimitiveBuffer.set( GFX, numTriangles*3, numTriangles, GFXBufferTypeDynamic );
|
||||
#endif
|
||||
}
|
||||
|
||||
// Generate the grid.
|
||||
|
|
|
|||
|
|
@ -661,11 +661,6 @@ void LightFlareData::_makePrimBuffer( GFXPrimitiveBufferHandle *pb, U32 count )
|
|||
U16 *ibIndices;
|
||||
GFXBufferType bufferType = GFXBufferTypeStatic;
|
||||
|
||||
#ifdef TORQUE_OS_XENON
|
||||
// Because of the way the volatile buffers work on Xenon this is the only
|
||||
// way to do this.
|
||||
bufferType = GFXBufferTypeVolatile;
|
||||
#endif
|
||||
pb->set( GFX, indexListSize, 0, bufferType );
|
||||
pb->lock( &ibIndices );
|
||||
dMemcpy( ibIndices, indices, indexListSize * sizeof(U16) );
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue