mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-05 21:40:31 +00:00
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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parent
513789c2c7
commit
26fd24fbab
43 changed files with 35 additions and 356 deletions
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@ -100,7 +100,6 @@ GFont* GFont::load( const Torque::Path& path )
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}
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else
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{
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#ifndef TORQUE_OS_XENON
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PlatformFont *platFont = createPlatformFont(ret->getFontFaceName(), ret->getFontSize(), ret->getFontCharSet());
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if ( platFont == NULL )
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@ -110,7 +109,6 @@ GFont* GFont::load( const Torque::Path& path )
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}
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else
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ret->setPlatformFont(platFont);
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#endif
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}
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return ret;
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@ -190,12 +190,6 @@ GFXDevice::GFXDevice()
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GFXShader::addGlobalMacro( "TORQUE_OS_MAC" );
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#elif defined TORQUE_OS_LINUX
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GFXShader::addGlobalMacro( "TORQUE_OS_LINUX" );
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#elif defined TORQUE_OS_XENON
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GFXShader::addGlobalMacro( "TORQUE_OS_XENON" );
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#elif defined TORQUE_OS_XBOX
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GFXShader::addGlobalMacro( "TORQUE_OS_XBOX" );
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#elif defined TORQUE_OS_PS3
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GFXShader::addGlobalMacro( "TORQUE_OS_PS3" );
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#endif
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mStereoTargets[0] = NULL;
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@ -298,15 +298,7 @@ public:
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/// @see GFXVertexFormat
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template<class T> inline const GFXVertexFormat* getGFXVertexFormat();
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#ifdef TORQUE_OS_XENON
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/// On the Xbox360 we want we want to be sure that verts
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/// are on aligned boundariess.
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#define GFX_VERTEX_STRUCT __declspec(align(16)) struct
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#else
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#define GFX_VERTEX_STRUCT struct
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#endif
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#define GFX_VERTEX_STRUCT struct
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/// The vertex format declaration which is usally placed in your header
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