diff --git a/GPU/GLES/VertexDecoder.cpp b/GPU/GLES/VertexDecoder.cpp index b58a97d8f8..24edc39773 100644 --- a/GPU/GLES/VertexDecoder.cpp +++ b/GPU/GLES/VertexDecoder.cpp @@ -49,37 +49,6 @@ inline int align(int n, int align) { return (n + (align - 1)) & ~(align - 1); } -#if 0 -// This is what the software transform spits out, and thus w -DecVtxFormat GetTransformedVtxFormat(const DecVtxFormat &fmt) { - DecVtxFormat tfm = {0}; - int size = 0; - int offset = 0; - // Weights disappear during transform. - if (fmt.uvfmt) { - // UV always becomes float2. - tfm.uvfmt = DEC_FLOAT_2; - tfm.uvoff = offset; - offset += DecFmtSize(tfm.uvfmt); - } - // We always (?) get two colors out, they're floats (although we'd probably be fine with less precision). - tfm.c0fmt = DEC_FLOAT_4; - tfm.c0off = offset; - offset += DecFmtSize(tfm.c0fmt); - tfm.c1fmt = DEC_FLOAT_3; // color1 (specular) doesn't have alpha. - tfm.c1off = offset; - offset += DecFmtSize(tfm.c1fmt); - // We never get a normal, it's gone. - // But we do get a position, and it's always float3. - tfm.posfmt = DEC_FLOAT_3; - tfm.posoff = offset; - offset += DecFmtSize(tfm.posfmt); - // Update stride. - tfm.stride = offset; - return tfm; -} -#endif - VertexDecoder::VertexDecoder() : coloff(0), nrmoff(0), posoff(0), jitted_(0) { memset(stats_, 0, sizeof(stats_)); }