hedgewars/uLand.pas
changeset 1806 3c4f0886c123
parent 1805 dd9fb4b13fd8
child 1807 795f97007833
--- a/hedgewars/uLand.pas	Wed Feb 18 16:28:21 2009 +0000
+++ b/hedgewars/uLand.pas	Wed Feb 18 16:35:03 2009 +0000
@@ -26,7 +26,6 @@
 
 var  Land: TLandArray;
      LandPixels: TLandArray;
-     LandTexture: PTexture = nil;
      LandDirty: TDirtyTag;
      hasBorder: boolean; // I'm putting this here for now.  I'd like it to be toggleable by user (so user can set a border on a non-cave map) - will turn off air attacks
      hasGirders: boolean;  // I think should be on template by template basis. some caverns might have open water and large spaces.  Some islands don't need? It might be better to tweak the girder code based upon space above.  dunno.
@@ -37,20 +36,15 @@
 procedure GenMap;
 function  GenPreview: TPreview;
 procedure CheckLandDigest(s: shortstring);
-procedure UpdateLandTexture(Y, Height: LongInt);
-procedure DrawLand (X, Y: LongInt);
 
 implementation
-uses uConsole, uStore, uMisc, uRandom, uTeams, uLandObjects, uSHA, uIO, uAmmos;
+uses uConsole, uStore, uMisc, uRandom, uTeams, uLandObjects, uSHA, uIO, uAmmos, uLandTexture;
 
 type TPixAr = record
               Count: Longword;
               ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
               end;
 
-var updTopY: LongInt = LAND_HEIGHT;
-    updBottomY: LongInt = 0;
-
 procedure LogLandDigest;
 var ctx: TSHA1Context;
     dig: TSHA1Digest;
@@ -790,39 +784,6 @@
 GenPreview:= Preview
 end;
 
-procedure UpdateLandTexture(Y, Height: LongInt);
-begin
-if (Height <= 0) then exit;
-
-TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true);
-TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true);
-
-if Y < updTopY then updTopY:= Y;
-if Y + Height > updBottomY then updBottomY:= Y + Height
-end;
-
-procedure RealLandTexUpdate;
-begin
-if updBottomY = 0 then exit;
-
-if LandTexture = nil then
-	LandTexture:= NewTexture(LAND_WIDTH, LAND_HEIGHT, @LandPixels)
-else
-	begin
-	glBindTexture(GL_TEXTURE_2D, LandTexture^.id);
-	glTexSubImage2D(GL_TEXTURE_2D, 0, 0, updTopY, LAND_WIDTH, updBottomY - updTopY, GL_RGBA, GL_UNSIGNED_BYTE, @LandPixels[updTopY, 0]);
-	end;
-
-updTopY:= LAND_HEIGHT + 1;
-updBottomY:= 0
-end;
-
-procedure DrawLand(X, Y: LongInt);
-begin
-RealLandTexUpdate;
-DrawTexture(X, Y, LandTexture)
-end;
-
 initialization
 
 end.