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remove TODO that we todid

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cinnaboot 5 years ago
parent
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678fd92e91
  1. 1
      src/shader.cpp

1
src/shader.cpp

@ -288,7 +288,6 @@ loadGLMesh(const mesh& m,
glBindVertexArray(glm.vao_id);
for (u32 i = 0; i < num_mappings; i++) {
// TODO: make a helper function here
gl_buffer& buf = glm.vertex_attrib_buffers[i];
GLVertexAttrib* attrib = mappings[i].attrib;
u32 type_size = getGLTypeSize(attrib->data_type);

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