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remove unused light_id property from shader_program

master
cinnaboot 8 years ago
parent
commit
9b43e1805d
  1. 1
      src/render_group.cpp
  2. 3
      src/render_group.h

1
src/render_group.cpp

@ -75,7 +75,6 @@ rgInitShaderProgram(rg_shader_program& sp, const char * vertex_code, const char
sp.view_matrix_id = glGetUniformLocation(sp.program_id, "view");
sp.projection_matrix_id = glGetUniformLocation(sp.program_id, "projection");
sp.normal_matrix_id = glGetUniformLocation(sp.program_id, "normal_matrix");
sp.lights_id = glGetUniformLocation(sp.program_id, "lights");
sp.num_lights_id = glGetUniformLocation(sp.program_id, "num_lights");
glDetachShader(sp.program_id, vertex_shader_id);

3
src/render_group.h

@ -40,9 +40,6 @@ struct rg_shader_program
GLuint projection_matrix_id = 0;
GLuint normal_matrix_id = 0;
GLuint vertex_array_id = 0;
// TODO: testing lighting changes
GLuint lights_id = 0;
GLuint num_lights_id = 0;
};

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