Commit 10139e71 authored by hybrid's avatar hybrid

Remove unused variables.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4330 dfc29bdd-3216-0410-991c-e03cc46cb475
parent b61b29f5
...@@ -327,21 +327,21 @@ Add several "zones". You could use this technique to light individual rooms, fo ...@@ -327,21 +327,21 @@ Add several "zones". You could use this technique to light individual rooms, fo
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
billboard->setMaterialFlag(video::EMF_LIGHTING, false); billboard->setMaterialFlag(video::EMF_LIGHTING, false);
scene::ILightSceneNode * light = smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(1, 0, 0), lightRadius); smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(1, 0, 0), lightRadius);
billboard = smgr->addBillboardSceneNode(node); billboard = smgr->addBillboardSceneNode(node);
billboard->setPosition(vector3df(-21, -14, -21)); billboard->setPosition(vector3df(-21, -14, -21));
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
billboard->setMaterialFlag(video::EMF_LIGHTING, false); billboard->setMaterialFlag(video::EMF_LIGHTING, false);
light = smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 1, 0), lightRadius); smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 1, 0), lightRadius);
billboard = smgr->addBillboardSceneNode(node); billboard = smgr->addBillboardSceneNode(node);
billboard->setPosition(vector3df(21, -14, -21)); billboard->setPosition(vector3df(21, -14, -21));
billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); billboard->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
billboard->setMaterialFlag(video::EMF_LIGHTING, false); billboard->setMaterialFlag(video::EMF_LIGHTING, false);
light = smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 0, 1), lightRadius); smgr->addLightSceneNode(billboard, vector3df(0, 0, 0), video::SColorf(0, 0, 1), lightRadius);
// Each cube also has a smaller cube rotating around it, to show that the cubes are being // Each cube also has a smaller cube rotating around it, to show that the cubes are being
// lit by the lights in their 'zone', not just lights that are their direct children. // lit by the lights in their 'zone', not just lights that are their direct children.
......
...@@ -583,13 +583,12 @@ CQuake3EventHandler::~CQuake3EventHandler () ...@@ -583,13 +583,12 @@ CQuake3EventHandler::~CQuake3EventHandler ()
// create runtime textures smog, fog // create runtime textures smog, fog
void CQuake3EventHandler::createTextures () void CQuake3EventHandler::createTextures()
{ {
IVideoDriver * driver = Game->Device->getVideoDriver(); IVideoDriver * driver = Game->Device->getVideoDriver();
dimension2du dim ( 64, 64 ); dimension2du dim(64, 64);
video::ITexture* texture;
video::IImage* image; video::IImage* image;
u32 i; u32 i;
u32 x; u32 x;
...@@ -609,7 +608,7 @@ void CQuake3EventHandler::createTextures () ...@@ -609,7 +608,7 @@ void CQuake3EventHandler::createTextures ()
} }
image->unlock(); image->unlock();
snprintf ( buf, 64, "smoke_%02d", i ); snprintf ( buf, 64, "smoke_%02d", i );
texture = driver->addTexture( buf, image ); driver->addTexture( buf, image );
image->drop (); image->drop ();
} }
...@@ -628,10 +627,9 @@ void CQuake3EventHandler::createTextures () ...@@ -628,10 +627,9 @@ void CQuake3EventHandler::createTextures ()
} }
image->unlock(); image->unlock();
snprintf ( buf, 64, "fog_%02d", i ); snprintf ( buf, 64, "fog_%02d", i );
texture = driver->addTexture( buf, image ); driver->addTexture( buf, image );
image->drop (); image->drop ();
} }
} }
......
...@@ -402,18 +402,14 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam, ...@@ -402,18 +402,14 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
// show Debug Shader Name // show Debug Shader Name
if ( showShaderName && node ) if ( showShaderName && node )
{ {
IBillboardTextSceneNode* node2 = 0;
swprintf ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() ); swprintf ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() );
node2 = smgr->addBillboardTextSceneNode( smgr->addBillboardTextSceneNode(
font, font,
(wchar_t*) buf, (wchar_t*) buf,
node, node,
dimension2d<f32>(80.0f, 8.0f), dimension2d<f32>(80.0f, 8.0f),
vector3df(0, 10, 0), vector3df(0, 10, 0),
sceneNodeID sceneNodeID);
);
snprintf ( buf, 64, "%s:%d", node->getName(),node->getID() );
//node2->setName ( buf );
sceneNodeID += 1; sceneNodeID += 1;
} }
...@@ -639,18 +635,15 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam, ...@@ -639,18 +635,15 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
// show name // show name
if ( showShaderName ) if ( showShaderName )
{ {
IBillboardTextSceneNode* node2 = 0;
swprintf ( (wchar_t*) buf, sizeof(buf) / 2, L"%hs", itemElement->key ); swprintf ( (wchar_t*) buf, sizeof(buf) / 2, L"%hs", itemElement->key );
node2 = smgr->addBillboardTextSceneNode( smgr->addBillboardTextSceneNode(
font, font,
(wchar_t*) buf, (wchar_t*) buf,
parent, parent,
dimension2d<f32>(80.0f, 8.0f), dimension2d<f32>(80.0f, 8.0f),
p + vector3df(0, 30, 0), p + vector3df(0, 30, 0),
0 0);
);
} }
} }
// music // music
......
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