Browse Source

remove unused function argument to createScene

master
cinnaboot 8 years ago
parent
commit
26e47ff9bf
  1. 3
      src/hexgame.cpp
  2. 3
      src/renderer.cpp
  3. 2
      src/renderer.h

3
src/hexgame.cpp

@ -562,8 +562,7 @@ int main(int argc, char* argv[])
return 1;
}
if (!createScene(g_render_state, g_game_state->grid.hex_array,
g_game_state->entities, g_game_state->entity_count))
if (!createScene(g_render_state, g_game_state->entities, g_game_state->entity_count))
{
LOG(ERROR) << "Error in vertex data, exiting\n";
return 1;

3
src/renderer.cpp

@ -41,7 +41,6 @@ void openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
// interface
// TODO: maybe make this a contructor for render_state?
bool
initRenderer(render_state* rs)
{
@ -157,7 +156,7 @@ addTexture(SDL_Handles &handles, const char * path)
}
bool
createScene(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count)
createScene(render_state* rs, Entity* entities, uint32 entity_count)
{
// entities

2
src/renderer.h

@ -47,7 +47,7 @@ struct render_state
bool initRenderer(render_state* rs);
void freeBuffers(render_state* rs);
bool addTexture(SDL_Handles &handles, const char * path);
bool createScene(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count);
bool createScene(render_state* rs, Entity* entities, uint32 entity_count);
void renderFrame(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count);
void renderDebug(render_state* rs, std::vector<Point> &vertices);

Loading…
Cancel
Save