Commit 3f1da8b2 authored by Maciej Suminski's avatar Maciej Suminski

Minor code cleaning.

parent 649a7fa3
...@@ -540,14 +540,6 @@ void OPENGL_GAL::EndDrawing() ...@@ -540,14 +540,6 @@ void OPENGL_GAL::EndDrawing()
void OPENGL_GAL::rebuildVbo() void OPENGL_GAL::rebuildVbo()
{ {
/* FIXME should be done less naively, maybe sth like:
float *ptr = (float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
if(ptr)
{
updateVertices(....);
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB); // release pointer to mapping buffer
}*/
#ifdef __WXDEBUG__ #ifdef __WXDEBUG__
prof_counter totalTime; prof_counter totalTime;
prof_start( &totalTime, false ); prof_start( &totalTime, false );
...@@ -608,10 +600,6 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2 ...@@ -608,10 +600,6 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2
{ {
vector = transform * vector; vector = transform * vector;
} }
else
{
glm::vec4 vector( perpendicularVector.x, perpendicularVector.y, 0.0, 0.0 );
}
// Line width is maintained by the vertex shader // Line width is maintained by the vertex shader
setShader( SHADER_LINE, vector.x, vector.y, lineWidth ); setShader( SHADER_LINE, vector.x, vector.y, lineWidth );
......
...@@ -34,7 +34,6 @@ RENDER_SETTINGS::RENDER_SETTINGS() ...@@ -34,7 +34,6 @@ RENDER_SETTINGS::RENDER_SETTINGS()
{ {
// Set the default initial values // Set the default initial values
m_selectionBorderColor = COLOR4D( 1.0, 1.0, 1.0, 1.0 ); m_selectionBorderColor = COLOR4D( 1.0, 1.0, 1.0, 1.0 );
m_netLabelColor = COLOR4D( 1.0, 1.0, 1.0, 0.7 );
m_highlightFactor = 0.5; m_highlightFactor = 0.5;
m_selectFactor = 0.5; m_selectFactor = 0.5;
......
...@@ -128,7 +128,6 @@ protected: ...@@ -128,7 +128,6 @@ protected:
float m_highlightFactor; /// Factor used for computing hightlight color float m_highlightFactor; /// Factor used for computing hightlight color
COLOR4D m_selectionBorderColor; /// Color of selection box border COLOR4D m_selectionBorderColor; /// Color of selection box border
COLOR4D m_netLabelColor; /// Color of net labels
float m_selectFactor; /// Specifies how color of selected items is changed float m_selectFactor; /// Specifies how color of selected items is changed
float m_layerOpacity; /// Determines opacity of all layers, so every can be seen float m_layerOpacity; /// Determines opacity of all layers, so every can be seen
......
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