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@@ -4689,13 +4689,13 @@ apply_fog(Fog *fog) {
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}
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}
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+#if 0
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::apply_light
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
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-#if 0
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// The light position will be relative to the current matrix, so
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// we have to know what the current matrix is. Find a better
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// solution later.
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@@ -4719,7 +4719,6 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
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alight.dvAttenuation2 = (D3DVALUE)light->get_quadratic_attenuation();
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HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
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-#endif
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}
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////////////////////////////////////////////////////////////////////
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@@ -4728,7 +4727,6 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
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// Description:
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
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-#if 0
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// The light position will be relative to the current matrix, so
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// we have to know what the current matrix is. Find a better
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// solution later.
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@@ -4756,7 +4754,6 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
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HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
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// scrn.pD3DDevice->LightEnable( _cur_light_id, TRUE );
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// scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_LIGHTING, TRUE );
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-#endif
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}
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////////////////////////////////////////////////////////////////////
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@@ -4765,7 +4762,6 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
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// Description:
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::apply_light( Spotlight* light ) {
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-#if 0
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// The light position will be relative to the current matrix, so
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// we have to know what the current matrix is. Find a better
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// solution later.
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@@ -4843,8 +4839,8 @@ void DXGraphicsStateGuardian::apply_light( Spotlight* light ) {
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HRESULT res = scrn.pD3DDevice->SetLight(_cur_light_id, &alight);
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#endif // WBD_GL_MODE
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-#endif
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}
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+#endif
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::issue_transform
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