diff --git a/include/osgParticle/ParticleSystem b/include/osgParticle/ParticleSystem index 74a4cbce3..509144de1 100644 --- a/include/osgParticle/ParticleSystem +++ b/include/osgParticle/ParticleSystem @@ -168,7 +168,6 @@ namespace osgParticle bool doublepass_; bool frozen_; - int display_list_id_; osg::Vec3 bmin_; osg::Vec3 bmax_; diff --git a/src/osgParticle/ParticleSystem.cpp b/src/osgParticle/ParticleSystem.cpp index 89ccc4f27..0cae3daa0 100644 --- a/src/osgParticle/ParticleSystem.cpp +++ b/src/osgParticle/ParticleSystem.cpp @@ -24,7 +24,6 @@ osgParticle::ParticleSystem::ParticleSystem() align_Y_axis_(0, 1, 0), doublepass_(false), frozen_(false), - display_list_id_(-1), bmin_(0, 0, 0), bmax_(0, 0, 0), reset_bounds_flag_(false), @@ -48,7 +47,6 @@ osgParticle::ParticleSystem::ParticleSystem(const ParticleSystem ©, const os align_Y_axis_(copy.align_Y_axis_), doublepass_(copy.doublepass_), frozen_(copy.frozen_), - display_list_id_(-1), bmin_(copy.bmin_), bmax_(copy.bmax_), reset_bounds_flag_(copy.reset_bounds_flag_), @@ -106,27 +104,7 @@ void osgParticle::ParticleSystem::drawImmediateMode(osg::State &state) glDepthMask(GL_FALSE); // render, first pass - if (doublepass_) { - - // generate a display list ID if necessary - if (display_list_id_ == -1) { - display_list_id_ = glGenLists(1); - } - - #ifdef USE_SEPERATE_COMPILE_AND_EXECUTE - glNewList(display_list_id_, GL_COMPILE); - single_pass_render(state, modelview); - glEndList(); - glCallList(display_list_id_); - #else - glNewList(display_list_id_, GL_COMPILE_AND_EXECUTE); - single_pass_render(state, modelview); - glEndList(); - #endif - - } else { - single_pass_render(state, modelview); - } + single_pass_render(state, modelview); // restore depth mask settings glPopAttrib(); @@ -137,8 +115,8 @@ void osgParticle::ParticleSystem::drawImmediateMode(osg::State &state) glPushAttrib(GL_COLOR_BUFFER_BIT); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - // call the display list to render the particles onto the depth buffer - glCallList(display_list_id_); + // render the particles onto the depth buffer + single_pass_render(state, modelview); // restore color mask settings glPopAttrib();