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-rw-r--r--indra/newview/pipeline.cpp6
1 files changed, 1 insertions, 5 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 61df5bc2eb..126e8bc436 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -5909,7 +5909,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
if (light->isLightSpotlight() // directional (spot-)light
&& (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
{
- LLVector3 spotparams = light->getSpotLightParams();
LLQuaternion quat = light->getRenderRotation();
LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
at_axis *= quat;
@@ -9097,9 +9096,6 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
3,7
};
- LLVector3 center = (max+min)*0.5f;
- LLVector3 size = (max-min)*0.5f;
-
for (U32 i = 0; i < 12; i++)
{
for (U32 j = 0; j < 6; ++j)
@@ -9325,7 +9321,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
//currently used for amount to extrude frusta corners for constructing shadow frusta
- LLVector3 n = RenderShadowNearDist;
+ //LLVector3 n = RenderShadowNearDist;
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
//put together a universal "near clip" plane for shadow frusta