diff --git a/src/shader.cpp b/src/shader.cpp index a75efdb..eb1e198 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -517,14 +517,8 @@ getAttribComponentType(GLenum type) bool parseAttributes(memory_arena* arena, shader_program* s, GLContext* gl_ctx) { - printf("\n---------------------------------\n"); - printf("%s(), FIXME: dumping attrib info for program: %s\n", - __FUNCTION__, s->name); - GLint num_attribs; glGetProgramiv(s->prog_id, GL_ACTIVE_ATTRIBUTES, &num_attribs); - printf("active attributes: %d\n", num_attribs); - s->num_vertex_attribs = num_attribs; s->vertex_attribs = ARENA_ALLOC(arena, GLVertexAttrib, num_attribs); @@ -537,9 +531,6 @@ parseAttributes(memory_arena* arena, shader_program* s, GLContext* gl_ctx) glGetActiveAttrib(s->prog_id, i, sizeof(attrib_name), &length, &size, &type, attrib_name); GLint location = glGetAttribLocation(s->prog_id, attrib_name); - printf("attrib idx: %d, location: %d, type: %s, name: %s \n", - i, location, glEnumToString(type), attrib_name); - GLVertexAttrib* attrib = &s->vertex_attribs[i]; attrib->data_type = type; attrib->location = location; @@ -548,15 +539,8 @@ parseAttributes(memory_arena* arena, shader_program* s, GLContext* gl_ctx) attrib->component_type = getAttribComponentType(type); assert(attrib->component_type > 0); attrib->name = arenaCopyCStr(arena, attrib_name, sizeof(attrib_name)); - // TODO: replace POSITION, NORMAL, UV... etc enums in loadGLMesh() - // with extra logic to detect mesh to shader mapping - // TODO: we still need a way to map the shader attribute name to a - // vertex buffer object... could maybe pass in an array of mappings to - // loadGLMesh? ie) [{ "position", gm.vert_buf_id }, ...] } - printf("---------------------------------\n\n"); - return true; }