Redundant cloud shader code.

--HG--
branch : gsoc2013-dfighter
hg/feature/gsoc2013-dfighter
dfighter1985 12 years ago
parent f77bcf6981
commit 169ee413df

@ -996,10 +996,6 @@ namespace NL3D
void CGLSLShaderGenerator::generateCloudPS()
{
ss << "smooth in vec4 texCoord0;" << std::endl;
ss << "smooth in vec4 texCoord1;" << std::endl;
ss << std::endl;
ss << "uniform sampler2D sampler0;" << std::endl;
ss << "uniform sampler2D sampler1;" << std::endl;
ss << std::endl;

@ -489,6 +489,8 @@ bool CDriverGL3::renderRawQuads(CMaterial& mat, uint32 startIndex, uint32 numQua
if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
setupProgram( mat );
const uint32 QUAD_BATCH_SIZE = 2048;
static GLshort defaultIndices[QUAD_BATCH_SIZE * 6];
static bool init = false;

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