This code is only used for the low-resolution landscape that is hardly in use
anymore. The code was mostly a duplicate of the standard C4Surface blit
function, CStdGL::PerformBlt, with some added code for blitting material
textures with higher resolution. However, that code was not enabled anymore
by the classic landscape renderer either, so it seems safe to remove it.
The landscape is now simply drawn by C4Draw::Blit.
This replaces the fragile ShaderRef construction in StdMeshMaterialPass, and
it allows to re-use shaders and/or programs between different materials. This
is some more preparatory work for custom shaders.
Selecting a GL context during SolidMask initialization is not a very good solution. But as long as SolidMasks are stored in graphics surface we have no choice.
A better solution would be to generate a dedicated (non-OpengL) surface for SolidMask data on object loading. But then objects that have SolidMasks would need to be tagged somehow.
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.
For the updated source files, the timeline has been split into three
parts:
1. Pre-RWD code (before 2001)
2. RWD code (2001 through 2009)
3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
Direct3D hasn't worked for more than a year now, and there don't seem to
be any efforts to revive it. Remove it and concentrate on better OpenGL
support.