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2 changes: 0 additions & 2 deletions src/engine/null/null_renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -126,7 +126,6 @@ bool RE_LoadDynamicShader( const char*, const char* )
}
void RE_Finish() { }
void RE_TakeVideoFrame( int, int, byte*, byte*, bool ) { }
void RE_AddRefLightToScene( const refLight_t* ) { }
int RE_RegisterAnimation( const char* )
{
return 1;
Expand Down Expand Up @@ -259,7 +258,6 @@ refexport_t *GetRefAPI( int, refimport_t* )
re.Finish = RE_Finish;

re.TakeVideoFrame = RE_TakeVideoFrame;
re.AddRefLightToScene = RE_AddRefLightToScene;

// RB: alternative skeletal animation system
re.RegisterAnimation = RE_RegisterAnimation;
Expand Down
40 changes: 0 additions & 40 deletions src/engine/renderer/tr_backend.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1977,23 +1977,6 @@ static void RB_SetupLightForLighting( trRefLight_t *light )
GL_VertexAttribsState( ATTR_POSITION | ATTR_COLOR );
Tess_DrawElements();

// draw light volume
if ( light->isStatic && light->frustumVBO && light->frustumIBO )
{
gl_genericShader->SetUniform_ColorModulate( colorGen_t::CGEN_CUSTOM_RGB, alphaGen_t::AGEN_CUSTOM );
gl_genericShader->SetUniform_Color( Color::Yellow );

R_BindVBO( light->frustumVBO );
R_BindIBO( light->frustumIBO );

GL_VertexAttribsState( ATTR_POSITION );

tess.numVertexes = light->frustumVerts;
tess.numIndexes = light->frustumIndexes;

Tess_DrawElements();
}

tess.multiDrawPrimitives = 0;
tess.numIndexes = 0;
tess.numVertexes = 0;
Expand Down Expand Up @@ -3493,25 +3476,7 @@ static void RB_RenderDebugUtils()

Tess_Begin( Tess_StageIteratorDebug, nullptr, nullptr, true, -1, 0 );

if ( light->isStatic && light->frustumVBO && light->frustumIBO )
{
// go back to the world modelview matrix
backEnd.orientation = backEnd.viewParms.world;
GL_LoadModelViewMatrix( backEnd.viewParms.world.modelViewMatrix );
gl_genericShader->SetUniform_ModelViewProjectionMatrix( glState.modelViewProjectionMatrix[ glState.stackIndex ] );
gl_genericShader->SetUniform_ModelMatrix( backEnd.orientation.transformMatrix );

R_BindVBO( light->frustumVBO );
R_BindIBO( light->frustumIBO );

GL_VertexAttribsState( ATTR_POSITION );

tess.numVertexes = light->frustumVerts;
tess.numIndexes = light->frustumIndexes;
}
else
{

// set up the transformation matrix
R_RotateLightForViewParms( light, &backEnd.viewParms, &backEnd.orientation );

Expand Down Expand Up @@ -5365,11 +5330,6 @@ RB_SetupLights
*/
const RenderCommand *SetupLightsCommand::ExecuteSelf( ) const
{
if ( !glConfig2.realtimeLighting )
{
return this + 1;
}

int numLights;
GLenum bufferTarget = glConfig2.uniformBufferObjectAvailable ? GL_UNIFORM_BUFFER : GL_PIXEL_UNPACK_BUFFER;

Expand Down
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