this repo has no description
0
fork

Configure Feed

Select the types of activity you want to include in your feed.

Removed unused camera functions.

-33
-33
src/renderer_GL_common.inl
··· 951 951 952 952 } 953 953 954 - static void get_camera_projection(float* result, GPU_Camera camera) 955 - { 956 - GPU_CONTEXT_DATA* cdata = (GPU_CONTEXT_DATA*)GPU_GetContextTarget()->context->data; 957 - GPU_Target* target = cdata->last_target; 958 - Uint8 invert = cdata->last_camera_inverted; 959 - 960 - GPU_MatrixIdentity(result); 961 - 962 - if(!invert ^ GPU_GetCoordinateMode()) 963 - GPU_MatrixOrtho(result, target->camera.x, target->w + target->camera.x, target->h + target->camera.y, target->camera.y, -1.0f, 1.0f); 964 - else 965 - GPU_MatrixOrtho(result, target->camera.x, target->w + target->camera.x, target->camera.y, target->h + target->camera.y, -1.0f, 1.0f); // Special inverted orthographic projection because tex coords are inverted already for render-to-texture 966 - } 967 - 968 - static void get_camera_modelview(float* result, GPU_Camera camera) 969 - { 970 - GPU_CONTEXT_DATA* cdata = (GPU_CONTEXT_DATA*)GPU_GetContextTarget()->context->data; 971 - GPU_Target* target = cdata->last_target; 972 - float offsetX, offsetY; 973 - 974 - GPU_MatrixIdentity(result); 975 - 976 - offsetX = target->w/2.0f; 977 - offsetY = target->h/2.0f; 978 - GPU_MatrixTranslate(result, offsetX, offsetY, 0); 979 - GPU_MatrixRotate(result, target->camera.angle, 0, 0, 1); 980 - GPU_MatrixTranslate(result, -offsetX, -offsetY, 0); 981 - 982 - GPU_MatrixTranslate(result, target->camera.x + offsetX, target->camera.y + offsetY, 0); 983 - GPU_MatrixScale(result, target->camera.zoom, target->camera.zoom, 1.0f); 984 - GPU_MatrixTranslate(result, -target->camera.x - offsetX, -target->camera.y - offsetY, 0); 985 - } 986 - 987 954 988 955 989 956 #ifdef SDL_GPU_APPLY_TRANSFORMS_TO_GL_STACK