# HG changeset patch # User Matti Hamalainen # Date 1316882694 -10800 # Node ID 6b1393f143147d3cd53540674c2556cbf32d90ed # Parent 0afa189be30d6c8fc9ceaeb27848dd435d5a0fb1 Remove dead code. diff -r 0afa189be30d -r 6b1393f14314 src/gcolour1.cc --- a/src/gcolour1.cc Sat Sep 24 19:43:44 2011 +0300 +++ b/src/gcolour1.cc Sat Sep 24 19:44:54 2011 +0300 @@ -91,16 +91,6 @@ warn("PLAYPAL: error reading entry #%d\n", n); } } -#if defined Y_BGI - for (int n = 0; n < 3 * DOOM_COLOURS; n++) - dpal[n] /= 4; - _AX = 0x1012; - _BX = 0; - _CX = DOOM_COLOURS; - _ES = FP_SEG(dpal); - _DX = FP_OFF(dpal); - __int__(0x10); -#elif defined Y_X11 rgb_c rgb_values[DOOM_COLOURS]; for (size_t n = 0; n < DOOM_COLOURS; n++) @@ -145,7 +135,6 @@ smallest_delta); } -#endif FreeMemory(dpal); return game_colours; } @@ -159,51 +148,3 @@ { free_colours(game_colours, DOOM_COLOURS); } - - - -/* This is how I used to calculate - the physical colour numbers. - Works only on TrueColor/DirectColor visuals. */ - -#if 0 -/* FIXME this is a gross hack */ -for (n = 0; n < DOOM_COLOURS; n++) -{ - xpv_t r = dpal[3 * n]; - xpv_t g = dpal[3 * n + 1]; - xpv_t b = dpal[3 * n + 2]; - if (win_vis_class == DirectColor || win_vis_class == TrueColor) - { - xpv_t r_scaled, g_scaled, b_scaled; - if (win_r_ofs + win_r_bits < 8) - r_scaled = r >> (8 - (win_r_ofs + win_r_bits)); - else - r_scaled = r << (win_r_ofs + win_r_bits - 8) & win_r_mask; - if (win_g_ofs + win_g_bits < 8) - g_scaled = g >> (8 - (win_g_ofs + win_g_bits)); - else - g_scaled = g << (win_g_ofs + win_g_bits - 8) & win_g_mask; - if (win_b_ofs + win_b_bits < 8) - b_scaled = b >> (8 - (win_b_ofs + win_b_bits)); - else - b_scaled = b << (win_b_ofs + win_b_bits - 8) & win_b_mask; - game_colour[n] = r_scaled | g_scaled | b_scaled; - } - else if (win_vis_class == PseudoColor || win_vis_class == StaticColor) - game_colour[n] = n; /* Ugh! */ - else if (win_vis_class == GrayScale || win_vis_class == StaticGray) - { - game_colour[n] = (r + g + b) / 3; - if (win_depth < 8) - game_colour[n] >>= 8 - win_depth; - else - game_colour[n] <<= win_depth - 8; - } - // printf ("%02X %08lX", n, (unsigned long) game_colour[n]); - // if (n % 6 == 5) - // putchar ('\n'); - // else - // printf (" "); -} -#endif /* #if 0 */