Remove some unused variables.
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1f5dd2fff3
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d501125e9d
@ -393,7 +393,6 @@ public:
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void setPosition(float x, float y, float z)
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{
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const video::IVideoDriver * const drv = irr_driver->getVideoDriver();
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// Sun "position" is actually a direction and not a position
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core::matrix4 m_view = irr_driver->getViewMatrix();
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m_view.makeInverse();
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@ -303,7 +303,7 @@ GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsi
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glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
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char *ErrorMessage = new char[InfoLogLength];
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glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
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printf(ErrorMessage);
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Log::error("GLWrap", ErrorMessage);
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delete[] ErrorMessage;
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}
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@ -757,7 +757,6 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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if (m_shader_type == SHADERTYPE_SOLID && m_normal_map_tex.size() > 0)
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{
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IVideoDriver* video_driver = irr_driver->getVideoDriver();
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if (irr_driver->isGLSL())
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{
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// FIXME; cannot perform this check atm, because setMaterialProperties
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@ -207,10 +207,6 @@ void PostProcessing::update(float dt)
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static
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void renderBloom(GLuint in)
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{
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float threshold = 1.0f;
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if (World::getWorld() != NULL)
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threshold = World::getWorld()->getTrack()->getBloomThreshold();
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glUseProgram(FullScreenShader::BloomShader::Program);
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glBindVertexArray(FullScreenShader::BloomShader::vao);
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@ -676,7 +672,7 @@ static void averageTexture(GLuint tex)
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void PostProcessing::applyMLAA()
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{
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const core::vector2df &PIXEL_SIZE = core::vector2df(1.0f / UserConfigParams::m_width, 1.0f / UserConfigParams::m_height);
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IVideoDriver *const drv = irr_driver->getVideoDriver();
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irr_driver->getFBO(FBO_MLAA_TMP).Bind();
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glEnable(GL_STENCIL_TEST);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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@ -729,13 +725,6 @@ void PostProcessing::applyMLAA()
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/** Render the post-processed scene */
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FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, bool isRace)
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{
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IVideoDriver * const drv = irr_driver->getVideoDriver();
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MotionBlurProvider * const mocb = (MotionBlurProvider *) irr_driver->
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getCallback(ES_MOTIONBLUR);
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GaussianBlurProvider * const gacb = (GaussianBlurProvider *) irr_driver->
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getCallback(ES_GAUSSIAN3H);
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FrameBuffer *in_fbo = &irr_driver->getFBO(FBO_COLORS);
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FrameBuffer *out_fbo = &irr_driver->getFBO(FBO_TMP1_WITH_DS);
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// Each effect uses these as named, and sets them up for the next effect.
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@ -125,7 +125,6 @@ void IrrDriver::renderGLSL(float dt)
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RaceGUIBase *rg = world->getRaceGUI();
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if (rg) rg->update(dt);
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
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{
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@ -269,8 +268,6 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
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renderSolidFirstPass();
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PROFILER_POP_CPU_MARKER();
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const core::aabbox3df cambox = camnode->getViewFrustum()->getBoundingBox();
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// Shadows
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{
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PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
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@ -83,12 +83,10 @@ RTT::RTT(size_t width, size_t height)
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using namespace video;
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using namespace core;
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IVideoDriver * const drv = irr_driver->getVideoDriver();
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const dimension2du res(width, height);
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const dimension2du half = res/2;
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const dimension2du quarter = res/4;
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const dimension2du eighth = res/8;
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const dimension2du sixteenth = res/16;
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const u16 shadowside = 1024;
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const dimension2du shadowsize0(shadowside, shadowside);
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@ -876,7 +876,6 @@ namespace MeshShader
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GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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GLuint uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -1100,7 +1099,6 @@ namespace MeshShader
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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GLuint uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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@ -153,7 +153,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
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const void* indices = mb->getIndices();
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u32 indexCount = mb->getIndexCount();
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GLenum indexSize;
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size_t indexSize = 0;
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switch (mb->getIndexType())
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{
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case irr::video::EIT_16BIT:
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@ -232,7 +232,7 @@ core::vector3df getWind()
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{
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const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
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GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
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float m_speed = gsp->getSpeed(), m_amplitude = gsp->getAmplitude();
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float m_speed = gsp->getSpeed();
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return m_speed * vector3df(1., 0., 0.) * cos(time);
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}
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@ -387,8 +387,6 @@ void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjec
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glDrawElements(ptype, count, itype, 0);
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}
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static video::ITexture *CausticTex = 0;
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void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir)
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{
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irr_driver->IncreaseObjectCount();
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@ -220,7 +220,7 @@ void STKMeshSceneNode::updatevbo()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.index_buffer);
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const void* indices = mb->getIndices();
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mesh.IndexCount = mb->getIndexCount();
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GLenum indexSize;
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size_t indexSize = 0;
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switch (mb->getIndexType())
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{
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case irr::video::EIT_16BIT:
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@ -246,9 +246,6 @@ void STKMeshSceneNode::render()
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if (reload_each_frame)
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updatevbo();
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bool isTransparentPass =
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SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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++PassCount;
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Box = Mesh->getBoundingBox();
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