From 3bb7ff61181dcc8e799914d8a6acc2135e73dd04 Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 16 Oct 2002 22:26:56 +0000 Subject: [PATCH] remove unused variables git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2533 d7cf8633-e32d-0410-b094-e92efae38249 --- r_shadow.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/r_shadow.c b/r_shadow.c index 5e3cfde4..7713f75c 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -296,8 +296,8 @@ float r_shadow_atten1, r_shadow_atten2, r_shadow_atten5; #define ATTEN3DSIZE 64 static void R_Shadow_Make3DTextures(void) { - int x, y, z, d; - float v[3], intensity, ilen, length, bordercolor[4]; + int x, y, z; + float v[3], intensity, ilen, bordercolor[4]; qbyte data[ATTEN3DSIZE][ATTEN3DSIZE][ATTEN3DSIZE][4]; if (r_light_quality.integer != 1 || !gl_texture3d) return; @@ -331,7 +331,7 @@ static void R_Shadow_Make3DTextures(void) static void R_Shadow_MakeTextures(void) { - int x, y, z, d, side; + int x, y, d, side; float v[3], s, t, intensity; qbyte data[6][128][128][4]; R_FreeTexturePool(&r_shadow_texturepool); @@ -562,7 +562,7 @@ void R_Shadow_GenTexCoords_Diffuse_Attenuation3D(float *out, int numverts, const void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin) { int i; - float lightdir[3], iradius; + float lightdir[3]; for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4) { VectorSubtract(vertex, relativelightorigin, lightdir); @@ -576,7 +576,7 @@ void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius) { int i; - float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius; + float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen; iradius = 0.5f / lightradius; for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4) { @@ -597,7 +597,7 @@ void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, cons void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin) { int i; - float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius; + float lightdir[3], eyedir[3], halfdir[3]; for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4) { VectorSubtract(vertex, relativelightorigin, lightdir); -- 2.39.2