Remove (en|dis)able(Un)NormalizedTexCoords from GLTexture

Those are not used anymore as makeArrays only renders normalized
texCoords and also honors the y-Inverted case.
This commit is contained in:
Martin Gräßlin 2011-06-26 09:15:31 +02:00
parent 25654f25b8
commit c8daeef43c
2 changed files with 0 additions and 104 deletions

View file

@ -267,72 +267,6 @@ void GLTexture::render(QRegion region, const QRect& rect)
}
}
void GLTexture::enableUnnormalizedTexCoords()
{
#ifndef KWIN_HAVE_OPENGLES
assert(mNormalizeActive == 0);
if (mUnnormalizeActive++ != 0)
return;
// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glScalef(mScale.width(), mScale.height(), 1);
if (!y_inverted) {
// Modify texture matrix so that we could always use non-opengl
// coordinates for textures
glScalef(1, -1, 1);
glTranslatef(0, -mSize.height(), 0);
}
glMatrixMode(GL_MODELVIEW);
#endif
}
void GLTexture::disableUnnormalizedTexCoords()
{
#ifndef KWIN_HAVE_OPENGLES
if (--mUnnormalizeActive != 0)
return;
// Restore texture matrix
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
#endif
}
void GLTexture::enableNormalizedTexCoords()
{
#ifndef KWIN_HAVE_OPENGLES
assert(mUnnormalizeActive == 0);
if (mNormalizeActive++ != 0)
return;
// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glScalef(mSize.width() * mScale.width(), mSize.height() * mScale.height(), 1);
if (y_inverted) {
// Modify texture matrix so that we could always use non-opengl
// coordinates for textures
glScalef(1, -1, 1);
glTranslatef(0, -1, 0);
}
glMatrixMode(GL_MODELVIEW);
#endif
}
void GLTexture::disableNormalizedTexCoords()
{
#ifndef KWIN_HAVE_OPENGLES
if (--mNormalizeActive != 0)
return;
// Restore texture matrix
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
#endif
}
GLuint GLTexture::texture() const
{
return mTexture;

View file

@ -68,44 +68,6 @@ public:
virtual void bind();
virtual void unbind();
void render(QRegion region, const QRect& rect);
/**
* Set up texture transformation matrix to automatically map unnormalized
* texture coordinates (i.e. 0 to width, 0 to height, (0,0) is top-left)
* to OpenGL coordinates. Automatically adjusts for different texture
* types. This can be done only for one texture at a time, repeated
* calls for the same texture are allowed though, requiring the same
* amount of calls to disableUnnormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void enableUnnormalizedTexCoords();
/**
* Disables transformation set up using enableUnnormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void disableUnnormalizedTexCoords();
/**
* Set up texture transformation matrix to automatically map normalized
* texture coordinates (i.e. 0 to 1, 0 to 1, (0,0) is bottom-left)
* to OpenGL coordinates. Automatically adjusts for different texture
* types. This can be done only for one texture at a time, repeated
* calls for the same texture are allowed though, requiring the same
* amount of calls to disableNormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void enableNormalizedTexCoords();
/**
* Disables transformation set up using enableNormalizedTexCoords().
*
* In OpenGL ES this method is a no-op. In core profile a shader should be used
* @deprecated
*/
void disableNormalizedTexCoords();
GLuint texture() const;
GLenum target() const;