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get rid of dead code

ZappoMan committed 13 years ago

Commit 2128cb81 parent 33fc9f52 files · +1 −34Browse files

Showing the changes to interface/src/VoxelSystem.cpp (1 of 2 files). Show all

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interface/src/VoxelSystem.cpp+1−33
@@ -477,37 +477,6 @@ void VoxelSystem::updatePartialVBOs() { · 476 unmodified lines
477 }477 }
478}478}
479 479
480void VoxelSystem::updateJustEnoughVBOs() {
481 bool somethingDirty = false;
482 glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN;
483 glBufferIndex maxDirty = 0;
484
485 for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
486 if (_voxelDirtyArray[i]) {
487 somethingDirty = true;
488 minDirty = std::min(minDirty,i);
489 maxDirty = std::max(maxDirty,i);
490 _voxelDirtyArray[i] = false;
491 }
492 }
493
494 if (somethingDirty) {
495 glBufferIndex segmentStart = minDirty;
496 glBufferIndex segmentEnd = maxDirty;
497 int segmentLength = (segmentEnd - segmentStart) + 1;
498 GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
499 GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
500 GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
501 glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
502 glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
503 segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
504 segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
505 GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
506 glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
507 glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
508 }
509}
510
511void VoxelSystem::updateVBOs() {480void VoxelSystem::updateVBOs() {
512 static char buffer[40] = { 0 };481 static char buffer[40] = { 0 };
513 if (_renderWarningsOn) { 482 if (_renderWarningsOn) {
@@ -519,8 +488,7 @@ void VoxelSystem::updateVBOs() { · 5 unmodified lines
519 if (_renderFullVBO) {488 if (_renderFullVBO) {
520 updateFullVBOs();489 updateFullVBOs();
521 } else {490 } else {
522 updateJustEnoughVBOs();491 updatePartialVBOs(); // too many small segments?
523 //updatePartialVBOs(); // too many small segments?
524 }492 }
525 _voxelsDirty = false;493 _voxelsDirty = false;
526 }494 }