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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
unused variable cleanup
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1131ed15df
commit
cc9955e102
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@ -45,9 +45,6 @@
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// Debug Profiling.
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#include "platform/profiler.h"
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static U32 execDepth = 0;
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static U32 journalDepth = 1;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ShapeAsset);
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@ -176,7 +176,6 @@ bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
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}
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else if (pd.constType == GFXSCT_Float4x3)
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{
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F32 buffer[4*4];
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const U32 csize = 48;
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// Loop through and copy
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@ -511,7 +511,6 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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U32 origStyle = GFX->getCurrentRenderStyle();
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// Set up the appropriate render style
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U32 prevRenderStyle = GFX->getCurrentRenderStyle();
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Point2I renderSize = getExtent();
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Frustum frustum;
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@ -795,7 +794,6 @@ void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &prev
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F32 screenBottom = rectHeight;
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const F32 fillConv = 0.0f;
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const F32 frustumDepthAdjusted = 0.0f;
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verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f);
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verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f);
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verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f);
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@ -176,7 +176,6 @@ void GuiRolloutCtrl::removeObject( SimObject *obj )
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void GuiRolloutCtrl::onMouseDown( const GuiEvent &event )
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{
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Point2I localPoint = globalToLocalCoord( event.mousePoint );
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mouseLock();
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}
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@ -149,13 +149,9 @@ void ReflectionManager::update( F32 timeSlice,
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// Calculate an ideal culling size here, we'll just assume double fov based on the first fovport based on
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// the head position.
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FovPort port = query.fovPort[0];
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F32 leftSize = query.nearPlane * port.leftTan;
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F32 rightSize = query.nearPlane * port.rightTan;
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F32 upSize = query.nearPlane * port.upTan;
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F32 downSize = query.nearPlane * port.downTan;
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F32 left = -leftSize;
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F32 right = rightSize;
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F32 top = upSize;
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F32 bottom = -downSize;
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@ -212,7 +208,6 @@ void ReflectionManager::update( F32 timeSlice,
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mTimer->getElapsedMs();
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mTimer->reset();
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U32 numUpdated = 0;
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U32 currentTarget = stereoTarget >= 0 ? stereoTarget : 0;
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reflectorIter = mReflectors.begin();
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for ( ; reflectorIter != mReflectors.end(); reflectorIter++ )
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{
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@ -624,7 +624,6 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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MatrixF origNonClipProjection = gClientSceneGraph->getNonClipProjection();
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PFXFrameState origPFXState = PFXMGR->getFrameState();
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const FovPort *currentFovPort = params.query->fovPort;
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MatrixF inverseEyeTransforms[2];
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Frustum gfxFrustum;
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@ -246,7 +246,6 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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PFXFrameState origPFXState = PFXMGR->getFrameState();
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
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// Render left half of display
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@ -1446,7 +1446,6 @@ void TSSkinMesh::setupVertexTransforms()
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for( i = 0, j = 0; i < curTransform.transformCount; i += 4, j += 1 )
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{
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__TSMeshVertex_BoneData &v = mVertexData.getBone(curTransform.vertexIndex, j);
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const BatchData::TransformOp &transformOp = curTransform.transform[i];
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S32 vertsSet = transformsLeft > 4 ? 4 : transformsLeft;
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__TSMeshIndex_List indices;
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@ -3183,9 +3182,6 @@ U32 TSMesh::getNumVerts()
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void TSMesh::_convertToVertexData(TSMeshVertexArray &outArray, const Vector<Point3F> &_verts, const Vector<Point3F> &_norms)
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{
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U32 colorOffset = 0;
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U32 boneOffset = 0;
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// Update tangents list
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createTangents(verts, norms);
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@ -3202,7 +3198,6 @@ void TSMesh::_convertToVertexData(TSMeshVertexArray &outArray, const Vector<Poin
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if (mNumVerts == 0)
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return;
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bool needsSkin = mVertexFormat->hasBlendIndices();
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bool needWeightSet = outArray.getBoneOffset() != 0;
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bool hasColor = getHasColor();
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@ -3240,8 +3235,6 @@ void TSMesh::_convertToVertexData(TSMeshVertexArray &outArray, const Vector<Poin
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void TSMesh::makeEditable()
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{
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bool hasTVert2 = getHasTVert2();
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bool hasColor = getHasColor();
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bool hasVerts = verts.size() != 0;
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if(mVertexData.isReady() && !hasVerts)
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@ -3293,8 +3286,6 @@ void TSSkinMesh::addWeightsFromVertexBuffer()
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void TSSkinMesh::makeEditable()
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{
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bool hasTVert2 = getHasTVert2();
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bool hasColor = getHasColor();
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bool hasVerts = verts.size() != 0;
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// Reconstruct bone mapping
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@ -681,7 +681,6 @@ void TSShape::initVertexBuffers()
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if (TSSkinMesh::smDebugSkinVerts)
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{
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U32 vertsInBuffer = mShapeVertexData.size / mVertexSize;
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U32 primsInBuffer = piInput - mShapeVertexIndices->mPrimitiveArray;
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U32 indsInBuffer = ibIndices - indicesStart;
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for (U32 i = 0; i < primStart; i++)
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@ -723,7 +722,6 @@ void TSShape::getVertexBuffer(TSVertexBufferHandle &vb, GFXBufferType bufferType
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{
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vb.set(GFX, mVertexSize, &mVertexFormat, mShapeVertexData.size / mVertexSize, bufferType);
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U8 *vertexData = mShapeVertexData.base;
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U8 *vertPtr = vb.lock();
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dMemcpy(vertPtr, mShapeVertexData.base, mShapeVertexData.size);
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vb.unlock();
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@ -770,12 +768,6 @@ void TSShape::initVertexBufferPointers()
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void TSShape::initVertexFeatures()
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{
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bool hasColors = false;
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bool hasTexcoord2 = false;
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bool hasSkin = false;
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U32 vertStart = 0;
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U32 primStart = 0;
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U32 indStart = 0;
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if (!needsBufferUpdate())
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{
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@ -876,7 +868,6 @@ void TSShape::initVertexFeatures()
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for (Vector<TSMesh*>::iterator iter = meshes.begin(); iter != meshes.end(); iter++)
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{
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TSMesh *mesh = *iter;
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U32 idx = iter - meshes.begin();
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if (!mesh ||
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(mesh->getMeshType() != TSMesh::StandardMeshType &&
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@ -1457,7 +1448,6 @@ void TSShape::assembleShape()
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if (tsalloc.getBuffer() && vboSize > 0)
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{
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U8 *vertexData = (U8*)dMalloc_aligned(vboSize, 16);
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U8 *vertexDataPtr = vertexData;
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dMemcpy(vertexData, vboData, vboSize);
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mShapeVertexData.set(vertexData, vboSize);
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mShapeVertexData.vertexDataReady = true;
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@ -1759,8 +1749,6 @@ void TSShape::disassembleShape()
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{
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// Vertex format now included with mesh data. Note this doesn't include index data which
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// is constructed directly in the buffer from the meshes
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S8 *vboData = NULL;
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S32 vboSize = 0;
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mBasicVertexFormat.writeAlloc(&tsalloc);
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