hedgewars/uWorld.pas
changeset 10325 7315870716f2
parent 10322 6f1f8515181c
child 10330 3ec09243cb55
--- a/hedgewars/uWorld.pas	Wed Jun 18 01:37:28 2014 +0200
+++ b/hedgewars/uWorld.pas	Wed Jun 18 15:42:01 2014 +0200
@@ -790,102 +790,6 @@
 {$ENDIF}
 end;
 
-procedure DrawWater(Alpha: byte; OffsetY, OffsetX: LongInt);
-var VertexBuffer : array [0..3] of TVertex2f;
-    topy, lx, rx: LongInt;
-begin
-
-    // Water
-topy:= OffsetY + WorldDy + cWaterLine;
-
-if SuddenDeathDmg then
-    begin
-    SDWaterColorArray[0].a := Alpha;
-    SDWaterColorArray[1].a := Alpha;
-    SDWaterColorArray[2].a := Alpha;
-    SDWaterColorArray[3].a := Alpha
-    end
-else
-    begin
-    WaterColorArray[0].a := Alpha;
-    WaterColorArray[1].a := Alpha;
-    WaterColorArray[2].a := Alpha;
-    WaterColorArray[3].a := Alpha
-    end;
-
-if topy < 0 then
-    topy:= 0;
-
-// glDisable(GL_TEXTURE_2D);
-
-if (topy < ViewBottomY) and (WorldEdge <> weSea) then
-    begin
-    VertexBuffer[0].X:= ViewLeftX;
-    VertexBuffer[0].Y:= topy;
-    VertexBuffer[1].X:= ViewRightX;
-    VertexBuffer[1].Y:= topy;
-    VertexBuffer[2].X:= ViewRightX;
-    VertexBuffer[2].Y:= ViewBottomY;
-    VertexBuffer[3].X:= ViewLeftX;
-    VertexBuffer[3].Y:= ViewBottomY;
-    DrawWaterBody(@VertexBuffer[0]);
-    end;
-
-// water world edges? draw water body on the sides too
-if WorldEdge = weSea then
-    begin
-
-    lx:= LeftX  + WorldDx - OffsetX;
-    rx:= RightX + WorldDx + OffsetX;
-
-    if topy < ViewBottomY then
-        begin
-        VertexBuffer[0].X:= lx;
-        VertexBuffer[0].Y:= topy;
-        VertexBuffer[1].X:= rx;
-        VertexBuffer[1].Y:= topy;
-        VertexBuffer[2].X:= ViewRightX;
-        VertexBuffer[2].Y:= ViewBottomY;
-        VertexBuffer[3].X:= ViewLeftX;
-        VertexBuffer[3].Y:= ViewBottomY;
-        DrawWaterBody(@VertexBuffer[0]);
-        end;
-
-    if lx > ViewLeftX then
-        begin
-        VertexBuffer[0].X:= lx;
-        VertexBuffer[0].Y:= ViewTopY;
-        VertexBuffer[1].X:= lx;
-        VertexBuffer[1].Y:= topy;
-        VertexBuffer[2].X:= ViewLeftX;
-        VertexBuffer[2].Y:= ViewBottomY;
-        VertexBuffer[3].X:= ViewLeftX;
-        VertexBuffer[3].Y:= ViewTopY;
-        DrawWaterBody(@VertexBuffer[0]);
-        end;
-
-
-    if rx < ViewRightX then
-        begin
-        VertexBuffer[0].X:= rx;
-        VertexBuffer[0].Y:= topy;
-        VertexBuffer[1].X:= rx;
-        VertexBuffer[1].Y:= ViewTopY;
-        VertexBuffer[2].X:= ViewRightX;
-        VertexBuffer[2].Y:= ViewTopY;
-        VertexBuffer[3].X:= ViewRightX;
-        VertexBuffer[3].Y:= ViewBottomY;
-        DrawWaterBody(@VertexBuffer[0]);
-        end;
-    end;
-
-{$IFNDEF GL2}
-// must not be Tint() as color array seems to stay active and color reset is required
-glColor4ub($FF, $FF, $FF, $FF);
-{$ENDIF}
-//glEnable(GL_TEXTURE_2D);}
-end;
-
 procedure DrawWaves(Dir, dX, dY, oX: LongInt; tnt: Byte);
 var VertexBuffer, TextureBuffer: array [0..7] of TVertex2f;
     lw, waves, shift: GLfloat;