Browse Source

Removing unused methods from render system #1

Marko Pintera 13 years ago
parent
commit
9dc5f1dff7

+ 2 - 2
CamelotClient/CamelotClient.cpp

@@ -27,8 +27,8 @@ using namespace CamelotEngine;
 
 
 int _tmain(int argc, _TCHAR* argv[])
 int _tmain(int argc, _TCHAR* argv[])
 {
 {
-	//gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
-	gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
+	gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
+	//gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
 
 
 	RenderSystem* renderSystem = RenderSystemManager::getActive();
 	RenderSystem* renderSystem = RenderSystemManager::getActive();
 	RenderWindow* renderWindow = gApplication().getPrimaryRenderWindow();
 	RenderWindow* renderWindow = gApplication().getPrimaryRenderWindow();

+ 1 - 11
CamelotD3D9Renderer/Include/CmD3D9RenderSystem.h

@@ -214,7 +214,6 @@ namespace CamelotEngine
             StencilOperation depthFailOp = SOP_KEEP,
             StencilOperation depthFailOp = SOP_KEEP,
             StencilOperation passOp = SOP_KEEP, 
             StencilOperation passOp = SOP_KEEP, 
             bool twoSidedOperation = false);
             bool twoSidedOperation = false);
-        void setNormaliseNormals(bool normalise);
 
 
 		// Low-level overridden members, mainly for internal use
 		// Low-level overridden members, mainly for internal use
 		void _setWorldMatrix( const Matrix4 &m );
 		void _setWorldMatrix( const Matrix4 &m );
@@ -245,16 +244,7 @@ namespace CamelotEngine
 		void _setDepthBufferFunction( CompareFunction func = CMPF_LESS_EQUAL );
 		void _setDepthBufferFunction( CompareFunction func = CMPF_LESS_EQUAL );
 		void _setDepthBias(float constantBias, float slopeScaleBias);
 		void _setDepthBias(float constantBias, float slopeScaleBias);
 		void _setFog( FogMode mode = FOG_NONE, const Color& colour = Color::White, float expDensity = 1.0, float linearStart = 0.0, float linearEnd = 1.0 );
 		void _setFog( FogMode mode = FOG_NONE, const Color& colour = Color::White, float expDensity = 1.0, float linearStart = 0.0, float linearEnd = 1.0 );
-		void _convertProjectionMatrix(const Matrix4& matrix,
-            Matrix4& dest, bool forGpuProgram = false);
-		void _makeProjectionMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, 
-            Matrix4& dest, bool forGpuProgram = false);
-		void _makeProjectionMatrix(float left, float right, float bottom, float top, float nearPlane, 
-            float farPlane, Matrix4& dest, bool forGpuProgram = false);
-		void _makeOrthoMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, 
-            Matrix4& dest, bool forGpuProgram = false);
-        void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
-            bool forGpuProgram);
+		void _convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram = false);
 		void _setPolygonMode(PolygonMode level);
 		void _setPolygonMode(PolygonMode level);
         void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter);
         void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter);
 		void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy);
 		void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy);

+ 0 - 172
CamelotD3D9Renderer/Source/CmD3D9RenderSystem.cpp

@@ -1466,77 +1466,6 @@ namespace CamelotEngine
 		}
 		}
 	}
 	}
 	//---------------------------------------------------------------------
 	//---------------------------------------------------------------------
-	void D3D9RenderSystem::_makeProjectionMatrix(const Radian& fovy, float aspect, float nearPlane, 
-		float farPlane, Matrix4& dest, bool forGpuProgram)
-	{
-		Radian theta ( fovy * 0.5 );
-		float h = 1 / Math::Tan(theta);
-		float w = h / aspect;
-		float q, qn;
-		if (farPlane == 0)
-		{
-			q = 1 - Camera::INFINITE_FAR_PLANE_ADJUST;
-			qn = nearPlane * (Camera::INFINITE_FAR_PLANE_ADJUST - 1);
-		}
-		else
-		{
-			q = farPlane / ( farPlane - nearPlane );
-			qn = -q * nearPlane;
-		}
-
-		dest = Matrix4::ZERO;
-		dest[0][0] = w;
-		dest[1][1] = h;
-
-		if (forGpuProgram)
-		{
-			dest[2][2] = -q;
-			dest[3][2] = -1.0f;
-		}
-		else
-		{
-			dest[2][2] = q;
-			dest[3][2] = 1.0f;
-		}
-
-		dest[2][3] = qn;
-	}
-	//---------------------------------------------------------------------
-	void D3D9RenderSystem::_makeOrthoMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, 
-		Matrix4& dest, bool forGpuProgram )
-	{
-		Radian thetaY (fovy / 2.0f);
-		float tanThetaY = Math::Tan(thetaY);
-
-		//float thetaX = thetaY * aspect;
-		float tanThetaX = tanThetaY * aspect; //Math::Tan(thetaX);
-		float half_w = tanThetaX * nearPlane;
-		float half_h = tanThetaY * nearPlane;
-		float iw = static_cast<float>(1.0 / half_w);
-		float ih = static_cast<float>(1.0 / half_h);
-		float q;
-		if (farPlane == 0)
-		{
-			q = 0;
-		}
-		else
-		{
-			q = static_cast<float>(1.0 / (farPlane - nearPlane));
-		}
-
-		dest = Matrix4::ZERO;
-		dest[0][0] = iw;
-		dest[1][1] = ih;
-		dest[2][2] = q;
-		dest[2][3] = -nearPlane / (farPlane - nearPlane);
-		dest[3][3] = 1;
-
-		if (forGpuProgram)
-		{
-			dest[2][2] = -dest[2][2];
-		}
-	}
-	//---------------------------------------------------------------------
 	void D3D9RenderSystem::_setViewMatrix( const Matrix4 &m )
 	void D3D9RenderSystem::_setViewMatrix( const Matrix4 &m )
 	{
 	{
 		// save latest view matrix
 		// save latest view matrix
@@ -2553,12 +2482,6 @@ namespace CamelotEngine
 
 
 	}
 	}
 	//---------------------------------------------------------------------
 	//---------------------------------------------------------------------
-	void D3D9RenderSystem::setNormaliseNormals(bool normalise)
-	{
-		__SetRenderState(D3DRS_NORMALIZENORMALS, 
-			normalise ? TRUE : FALSE);
-	}
-	//---------------------------------------------------------------------
 	void D3D9RenderSystem::bindGpuProgram(GpuProgram* prg)
 	void D3D9RenderSystem::bindGpuProgram(GpuProgram* prg)
 	{
 	{
 		HRESULT hr;
 		HRESULT hr;
@@ -2858,54 +2781,6 @@ namespace CamelotEngine
 			CM_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
 			CM_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
 		}
 		}
 	}
 	}
-	//---------------------------------------------------------------------
-	void D3D9RenderSystem::_makeProjectionMatrix(float left, float right, 
-		float bottom, float top, float nearPlane, float farPlane, Matrix4& dest,
-		bool forGpuProgram)
-	{
-		// Correct position for off-axis projection matrix
-		if (!forGpuProgram)
-		{
-			float offsetX = left + right;
-			float offsetY = top + bottom;
-
-			left -= offsetX;
-			right -= offsetX;
-			top -= offsetY;
-			bottom -= offsetY;
-		}
-
-		float width = right - left;
-		float height = top - bottom;
-		float q, qn;
-		if (farPlane == 0)
-		{
-			q = 1 - Camera::INFINITE_FAR_PLANE_ADJUST;
-			qn = nearPlane * (Camera::INFINITE_FAR_PLANE_ADJUST - 1);
-		}
-		else
-		{
-			q = farPlane / ( farPlane - nearPlane );
-			qn = -q * nearPlane;
-		}
-		dest = Matrix4::ZERO;
-		dest[0][0] = 2 * nearPlane / width;
-		dest[0][2] = (right+left) / width;
-		dest[1][1] = 2 * nearPlane / height;
-		dest[1][2] = (top+bottom) / height;
-		if (forGpuProgram)
-		{
-			dest[2][2] = -q;
-			dest[3][2] = -1.0f;
-		}
-		else
-		{
-			dest[2][2] = q;
-			dest[3][2] = 1.0f;
-		}
-		dest[2][3] = qn;
-	}
-
 	// ------------------------------------------------------------------
 	// ------------------------------------------------------------------
 	void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D)
 	void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D)
 	{
 	{
@@ -2941,53 +2816,6 @@ namespace CamelotEngine
 		return -0.5f;
 		return -0.5f;
 	}
 	}
 	//---------------------------------------------------------------------
 	//---------------------------------------------------------------------
-	void D3D9RenderSystem::_applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
-		bool forGpuProgram)
-	{
-		// Thanks to Eric Lenyel for posting this calculation at www.terathon.com
-
-		// Calculate the clip-space corner point opposite the clipping plane
-		// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
-		// transform it into camera space by multiplying it
-		// by the inverse of the projection matrix
-
-		/* generalised version
-		Vector4 q = matrix.inverse() * 
-		Vector4(Math::Sign(plane.normal.x), Math::Sign(plane.normal.y), 1.0f, 1.0f);
-		*/
-		Vector4 q;
-		q.x = Math::Sign(plane.normal.x) / matrix[0][0];
-		q.y = Math::Sign(plane.normal.y) / matrix[1][1];
-		q.z = 1.0F; 
-		// flip the next bit from Lengyel since we're right-handed
-		if (forGpuProgram)
-		{
-			q.w = (1.0F - matrix[2][2]) / matrix[2][3];
-		}
-		else
-		{
-			q.w = (1.0F + matrix[2][2]) / matrix[2][3];
-		}
-
-		// Calculate the scaled plane vector
-		Vector4 clipPlane4d(plane.normal.x, plane.normal.y, plane.normal.z, plane.d);
-		Vector4 c = clipPlane4d * (1.0F / (clipPlane4d.dotProduct(q)));
-
-		// Replace the third row of the projection matrix
-		matrix[2][0] = c.x;
-		matrix[2][1] = c.y;
-		// flip the next bit from Lengyel since we're right-handed
-		if (forGpuProgram)
-		{
-			matrix[2][2] = c.z; 
-		}
-		else
-		{
-			matrix[2][2] = -c.z; 
-		}
-		matrix[2][3] = c.w;        
-	}
-	//---------------------------------------------------------------------
 	float D3D9RenderSystem::getMinimumDepthInputValue()
 	float D3D9RenderSystem::getMinimumDepthInputValue()
 	{
 	{
 		// Range [0.0f, 1.0f]
 		// Range [0.0f, 1.0f]

+ 0 - 24
CamelotGLRenderer/Include/CmGLRenderSystem.h

@@ -193,10 +193,6 @@ namespace CamelotEngine {
           RenderSystem
           RenderSystem
          */
          */
         VertexElementType getColourVertexElementType(void) const;
         VertexElementType getColourVertexElementType(void) const;
-        /** See
-          RenderSystem
-         */
-        void setNormaliseNormals(bool normalise);
 
 
         // -----------------------------
         // -----------------------------
         // Low-level overridden members
         // Low-level overridden members
@@ -325,26 +321,6 @@ namespace CamelotEngine {
         /** See
         /** See
           RenderSystem
           RenderSystem
          */
          */
-        void _makeProjectionMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, 
-            Matrix4& dest, bool forGpuProgram = false);
-        /** See
-          RenderSystem
-         */
-        void _makeProjectionMatrix(float left, float right, float bottom, float top, 
-            float nearPlane, float farPlane, Matrix4& dest, bool forGpuProgram = false);
-        /** See
-          RenderSystem
-         */
-		void _makeOrthoMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, 
-            Matrix4& dest, bool forGpuProgram = false);
-        /** See
-        RenderSystem
-        */
-        void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
-            bool forGpuProgram);
-        /** See
-          RenderSystem
-         */
         void setClipPlane (UINT16 index, float A, float B, float C, float D);
         void setClipPlane (UINT16 index, float A, float B, float C, float D);
         /** See
         /** See
           RenderSystem
           RenderSystem

+ 1 - 134
CamelotGLRenderer/Source/CmGLRenderSystem.cpp

@@ -1778,76 +1778,7 @@ namespace CamelotEngine {
 		// no any conversion request for OpenGL
 		// no any conversion request for OpenGL
 		dest = matrix;
 		dest = matrix;
 	}
 	}
-
-	void GLRenderSystem::_makeProjectionMatrix(const Radian& fovy, float aspect, float nearPlane, 
-		float farPlane, Matrix4& dest, bool forGpuProgram)
-	{
-		Radian thetaY ( fovy / 2.0f );
-		float tanThetaY = Math::Tan(thetaY);
-		//float thetaX = thetaY * aspect;
-		//float tanThetaX = Math::Tan(thetaX);
-
-		// Calc matrix elements
-		float w = (1.0f / tanThetaY) / aspect;
-		float h = 1.0f / tanThetaY;
-		float q, qn;
-		if (farPlane == 0)
-		{
-			// Infinite far plane
-			q = Camera::INFINITE_FAR_PLANE_ADJUST - 1;
-			qn = nearPlane * (Camera::INFINITE_FAR_PLANE_ADJUST - 2);
-		}
-		else
-		{
-			q = -(farPlane + nearPlane) / (farPlane - nearPlane);
-			qn = -2 * (farPlane * nearPlane) / (farPlane - nearPlane);
-		}
-
-		// NB This creates Z in range [-1,1]
-		//
-		// [ w   0   0   0  ]
-		// [ 0   h   0   0  ]
-		// [ 0   0   q   qn ]
-		// [ 0   0   -1  0  ]
-
-		dest = Matrix4::ZERO;
-		dest[0][0] = w;
-		dest[1][1] = h;
-		dest[2][2] = q;
-		dest[2][3] = qn;
-		dest[3][2] = -1;
-
-	}
-
-	void GLRenderSystem::_makeOrthoMatrix(const Radian& fovy, float aspect, float nearPlane, 
-		float farPlane, Matrix4& dest, bool forGpuProgram)
-	{
-		Radian thetaY (fovy / 2.0f);
-		float tanThetaY = Math::Tan(thetaY);
-
-		//float thetaX = thetaY * aspect;
-		float tanThetaX = tanThetaY * aspect; //Math::Tan(thetaX);
-		float half_w = tanThetaX * nearPlane;
-		float half_h = tanThetaY * nearPlane;
-		float iw = 1.0f / half_w;
-		float ih = 1.0f / half_h;
-		float q;
-		if (farPlane == 0)
-		{
-			q = 0;
-		}
-		else
-		{
-			q = 2.0f / (farPlane - nearPlane);
-		}
-		dest = Matrix4::ZERO;
-		dest[0][0] = iw;
-		dest[1][1] = ih;
-		dest[2][2] = -q;
-		dest[2][3] = - (farPlane + nearPlane)/(farPlane - nearPlane);
-		dest[3][3] = 1;
-	}
-
+	//---------------------------------------------------------------------
 	void GLRenderSystem::_setPolygonMode(PolygonMode level)
 	void GLRenderSystem::_setPolygonMode(PolygonMode level)
 	{
 	{
 		GLenum glmode;
 		GLenum glmode;
@@ -2371,15 +2302,6 @@ namespace CamelotEngine {
 			glSecondaryColor3fEXT(0.0f, 0.0f, 0.0f);
 			glSecondaryColor3fEXT(0.0f, 0.0f, 0.0f);
 		}
 		}
 
 
-	}
-	//---------------------------------------------------------------------
-	void GLRenderSystem::setNormaliseNormals(bool normalise)
-	{
-		if (normalise)
-			glEnable(GL_NORMALIZE);
-		else
-			glDisable(GL_NORMALIZE);
-
 	}
 	}
 	//---------------------------------------------------------------------
 	//---------------------------------------------------------------------
 	void GLRenderSystem::bindGpuProgram(GpuProgram* prg)
 	void GLRenderSystem::bindGpuProgram(GpuProgram* prg)
@@ -2678,34 +2600,6 @@ namespace CamelotEngine {
 			glStencilMask(mStencilMask);
 			glStencilMask(mStencilMask);
 		}
 		}
 	}
 	}
-	// ------------------------------------------------------------------
-	void GLRenderSystem::_makeProjectionMatrix(float left, float right, 
-		float bottom, float top, float nearPlane, float farPlane, Matrix4& dest, 
-		bool forGpuProgram)
-	{
-		float width = right - left;
-		float height = top - bottom;
-		float q, qn;
-		if (farPlane == 0)
-		{
-			// Infinite far plane
-			q = Camera::INFINITE_FAR_PLANE_ADJUST - 1;
-			qn = nearPlane * (Camera::INFINITE_FAR_PLANE_ADJUST - 2);
-		}
-		else
-		{
-			q = -(farPlane + nearPlane) / (farPlane - nearPlane);
-			qn = -2 * (farPlane * nearPlane) / (farPlane - nearPlane);
-		}
-		dest = Matrix4::ZERO;
-		dest[0][0] = 2 * nearPlane / width;
-		dest[0][2] = (right+left) / width;
-		dest[1][1] = 2 * nearPlane / height;
-		dest[1][2] = (top+bottom) / height;
-		dest[2][2] = q;
-		dest[2][3] = qn;
-		dest[3][2] = -1;
-	}
 	//---------------------------------------------------------------------
 	//---------------------------------------------------------------------
 	HardwareOcclusionQuery* GLRenderSystem::createHardwareOcclusionQuery(void)
 	HardwareOcclusionQuery* GLRenderSystem::createHardwareOcclusionQuery(void)
 	{
 	{
@@ -2726,33 +2620,6 @@ namespace CamelotEngine {
 		return 0.0f;
 		return 0.0f;
 	}
 	}
 	//---------------------------------------------------------------------
 	//---------------------------------------------------------------------
-	void GLRenderSystem::_applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
-		bool forGpuProgram)
-	{
-		// Thanks to Eric Lenyel for posting this calculation at www.terathon.com
-
-		// Calculate the clip-space corner point opposite the clipping plane
-		// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
-		// transform it into camera space by multiplying it
-		// by the inverse of the projection matrix
-
-		Vector4 q;
-		q.x = (Math::Sign(plane.normal.x) + matrix[0][2]) / matrix[0][0];
-		q.y = (Math::Sign(plane.normal.y) + matrix[1][2]) / matrix[1][1];
-		q.z = -1.0F;
-		q.w = (1.0F + matrix[2][2]) / matrix[2][3];
-
-		// Calculate the scaled plane vector
-		Vector4 clipPlane4d(plane.normal.x, plane.normal.y, plane.normal.z, plane.d);
-		Vector4 c = clipPlane4d * (2.0F / (clipPlane4d.dotProduct(q)));
-
-		// Replace the third row of the projection matrix
-		matrix[2][0] = c.x;
-		matrix[2][1] = c.y;
-		matrix[2][2] = c.z + 1.0F;
-		matrix[2][3] = c.w; 
-	}
-	//---------------------------------------------------------------------
 	void GLRenderSystem::_oneTimeContextInitialization()
 	void GLRenderSystem::_oneTimeContextInitialization()
 	{
 	{
 		if (GLEW_VERSION_1_2)
 		if (GLEW_VERSION_1_2)

+ 1 - 68
CamelotRenderer/Include/CmRenderSystem.h

@@ -824,56 +824,11 @@ namespace CamelotEngine
 		@remarks
 		@remarks
 		Because different APIs have different requirements (some incompatible) for the
 		Because different APIs have different requirements (some incompatible) for the
 		projection matrix, this method allows each to implement their own correctly and pass
 		projection matrix, this method allows each to implement their own correctly and pass
-		back a generic OGRE matrix for storage in the engine.
+		back a generic Camelot matrix for storage in the engine.
 		*/
 		*/
 		virtual void _convertProjectionMatrix(const Matrix4& matrix,
 		virtual void _convertProjectionMatrix(const Matrix4& matrix,
 			Matrix4& dest, bool forGpuProgram = false) = 0;
 			Matrix4& dest, bool forGpuProgram = false) = 0;
 
 
-		/** Builds a perspective projection matrix suitable for this render system.
-		@remarks
-		Because different APIs have different requirements (some incompatible) for the
-		projection matrix, this method allows each to implement their own correctly and pass
-		back a generic OGRE matrix for storage in the engine.
-		*/
-		virtual void _makeProjectionMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, 
-			Matrix4& dest, bool forGpuProgram = false) = 0;
-
-		/** Builds a perspective projection matrix for the case when frustum is
-		not centered around camera.
-		@remarks
-		Viewport coordinates are in camera coordinate frame, i.e. camera is 
-		at the origin.
-		*/
-		virtual void _makeProjectionMatrix(float left, float right, float bottom, float top, 
-			float nearPlane, float farPlane, Matrix4& dest, bool forGpuProgram = false) = 0;
-		/** Builds an orthographic projection matrix suitable for this render system.
-		@remarks
-		Because different APIs have different requirements (some incompatible) for the
-		projection matrix, this method allows each to implement their own correctly and pass
-		back a generic OGRE matrix for storage in the engine.
-		*/
-		virtual void _makeOrthoMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, 
-			Matrix4& dest, bool forGpuProgram = false) = 0;
-
-		/** Update a perspective projection matrix to use 'oblique depth projection'.
-		@remarks
-		This method can be used to change the nature of a perspective 
-		transform in order to make the near plane not perpendicular to the 
-		camera view direction, but to be at some different orientation. 
-		This can be useful for performing arbitrary clipping (e.g. to a 
-		reflection plane) which could otherwise only be done using user
-		clip planes, which are more expensive, and not necessarily supported
-		on all cards.
-		@param matrix The existing projection matrix. Note that this must be a
-		perspective transform (not orthographic), and must not have already
-		been altered by this method. The matrix will be altered in-place.
-		@param plane The plane which is to be used as the clipping plane. This
-		plane must be in CAMERA (view) space.
-		@param forGpuProgram Is this for use with a Gpu program or fixed-function
-		*/
-		virtual void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
-			bool forGpuProgram) = 0;
-
 		/** Sets how to rasterise triangles, as points, wireframe or solid polys. */
 		/** Sets how to rasterise triangles, as points, wireframe or solid polys. */
 		virtual void _setPolygonMode(PolygonMode level) = 0;
 		virtual void _setPolygonMode(PolygonMode level) = 0;
 
 
@@ -950,18 +905,6 @@ namespace CamelotEngine
 		/** Sets the current vertex buffer binding state. */
 		/** Sets the current vertex buffer binding state. */
 		virtual void setVertexBufferBinding(VertexBufferBinding* binding) = 0;
 		virtual void setVertexBufferBinding(VertexBufferBinding* binding) = 0;
 
 
-		/** Sets whether or not normals are to be automatically normalised.
-		@remarks
-		This is useful when, for example, you are scaling SceneNodes such that
-		normals may not be unit-length anymore. Note though that this has an
-		overhead so should not be turn on unless you really need it.
-		@par
-		You should not normally call this direct unless you are rendering
-		world geometry; set it on the Renderable because otherwise it will be
-		overridden by material settings. 
-		*/
-		virtual void setNormaliseNormals(bool normalise) = 0;
-
 		/**
 		/**
 		Render something to the active viewport.
 		Render something to the active viewport.
 
 
@@ -1020,16 +963,6 @@ namespace CamelotEngine
 		*/
 		*/
 		virtual void resetClipPlanes();
 		virtual void resetClipPlanes();
 
 
-		/** Utility method for initialising all render targets attached to this rendering system. */
-		virtual void _initRenderTargets(void);
-
-		/** Utility method to notify all render targets that a camera has been removed, 
-		in case they were referring to it as their viewer. 
-		*/
-		virtual void _notifyCameraRemoved(const Camera* cam);
-
-		/** Internal method for updating all render targets attached to this rendering system. */
-		virtual void _updateAllRenderTargets(bool swapBuffers = true);
 		/** Internal method for swapping all the buffers on all render targets,
 		/** Internal method for swapping all the buffers on all render targets,
 		if _updateAllRenderTargets was called with a 'false' parameter. */
 		if _updateAllRenderTargets was called with a 'false' parameter. */
 		virtual void _swapAllRenderTargetBuffers(bool waitForVsync = true);
 		virtual void _swapAllRenderTargetBuffers(bool waitForVsync = true);

+ 0 - 23
CamelotRenderer/Source/CmRenderSystem.cpp

@@ -75,24 +75,6 @@ namespace CamelotEngine {
 		mCurrentCapabilities = 0;
 		mCurrentCapabilities = 0;
     }
     }
     //-----------------------------------------------------------------------
     //-----------------------------------------------------------------------
-    void RenderSystem::_initRenderTargets(void)
-    {
-
-    }
-    //-----------------------------------------------------------------------
-    void RenderSystem::_updateAllRenderTargets(bool swapBuffers)
-    {
-        // Update all in order of priority
-        // This ensures render-to-texture targets get updated before render windows
-		RenderTargetPriorityMap::iterator itarg, itargend;
-		itargend = mPrioritisedRenderTargets.end();
-		for( itarg = mPrioritisedRenderTargets.begin(); itarg != itargend; ++itarg )
-		{
-			if( itarg->second->isActive())
-				itarg->second->update(swapBuffers);
-		}
-    }
-    //-----------------------------------------------------------------------
     void RenderSystem::_swapAllRenderTargetBuffers(bool waitForVSync)
     void RenderSystem::_swapAllRenderTargetBuffers(bool waitForVSync)
     {
     {
         // Update all in order of priority
         // Update all in order of priority
@@ -506,11 +488,6 @@ namespace CamelotEngine {
 			mClipPlanesDirty = true;
 			mClipPlanesDirty = true;
 		}
 		}
 	}
 	}
-    //-----------------------------------------------------------------------
-    void RenderSystem::_notifyCameraRemoved(const Camera* cam)
-    {
-		// TODO PORT - Not used in the port. Should probably be removed
-    }
 	//-----------------------------------------------------------------------
 	//-----------------------------------------------------------------------
 	void RenderSystem::destroyHardwareOcclusionQuery( HardwareOcclusionQuery *hq)
 	void RenderSystem::destroyHardwareOcclusionQuery( HardwareOcclusionQuery *hq)
 	{
 	{