Fixed set but unused variables in OGL build
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parent
8a136a461c
commit
0011e44087
18
2d/bitblt.c
18
2d/bitblt.c
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@ -385,12 +385,26 @@ void gr_bitmap( int x, int y, grs_bitmap *bm )
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{
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int dx1=x, dx2=x+bm->bm_w-1;
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int dy1=y, dy2=y+bm->bm_h-1;
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#ifndef OGL
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int sx=0, sy=0;
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#endif
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if ((dx1 >= grd_curcanv->cv_bitmap.bm_w ) || (dx2 < 0)) return;
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if ((dy1 >= grd_curcanv->cv_bitmap.bm_h) || (dy2 < 0)) return;
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if ( dx1 < 0 ) { sx = -dx1; dx1 = 0; }
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if ( dy1 < 0 ) { sy = -dy1; dy1 = 0; }
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if ( dx1 < 0 )
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{
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#ifndef OGL
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sx = -dx1;
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#endif
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dx1 = 0;
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}
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if ( dy1 < 0 )
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{
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#ifndef OGL
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sy = -dy1;
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#endif
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dy1 = 0;
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}
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if ( dx2 >= grd_curcanv->cv_bitmap.bm_w ) { dx2 = grd_curcanv->cv_bitmap.bm_w-1; }
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if ( dy2 >= grd_curcanv->cv_bitmap.bm_h ) { dy2 = grd_curcanv->cv_bitmap.bm_h-1; }
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@ -8,6 +8,7 @@ editor/meddraw.c: Set edge_list_size to Num_segments*12 to avoid crashes in the
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editor/centers.c: Create a centers dialog that won't crash
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main/bmread.c, main/game.c, main/gameseq.c, main/gameseq.h, main/gauges.c, main/kmatrix.c, main/multi.c, main/multi.h, main/net_udp.c, main/state.c: Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition
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misc/hmp.c: Addition for last change in hmp_reset(): execute midiOutShortMsg() even if midiOutPrepareHeader() fails as not related to SysEx part
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2d/bitblt.c, main/render.c: Fixed set but unused variables in OGL build
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20120414
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--------
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@ -336,18 +336,20 @@ void check_face(int segnum, int sidenum, int facenum, int nv, int *vp, int tmap1
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if (_search_mode) {
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int save_lighting;
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#ifndef OGL
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grs_bitmap *bm;
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#endif
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g3s_uvl uvl_copy[8];
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g3s_lrgb dyn_light[8];
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g3s_point *pointlist[4];
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memset(dyn_light, 0, sizeof(dyn_light));
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#ifndef OGL
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if (tmap2 > 0 )
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bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
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else
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bm = &GameBitmaps[Textures[tmap1].index];
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#endif
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for (i=0; i<nv; i++) {
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uvl_copy[i].u = uvlp[i].u;
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uvl_copy[i].v = uvlp[i].v;
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