Removing dead code

This commit is contained in:
Sam Gateau 2015-07-09 09:25:07 -07:00
parent e901d5cad0
commit fb37af3e04
2 changed files with 1 additions and 29 deletions

View file

@ -540,7 +540,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
batch.setUniformTexture(2, nullptr);
batch.setUniformTexture(3, nullptr);
glDepthRange(0.0, 1.0);
args->_context->syncCache();
args->_context->render(batch);
@ -762,8 +761,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
delete[] indexData;
model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
// model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP);
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));
_spotLightMesh->makeBufferStream();

View file

@ -137,33 +137,7 @@ private:
LightLocations _pointLightLocations;
gpu::PipelinePointer _spotLight;
LightLocations _spotLightLocations;
/*
ProgramObject _directionalSkyboxLight;
LightLocations _directionalSkyboxLightLocations;
ProgramObject _directionalSkyboxLightShadowMap;
LightLocations _directionalSkyboxLightShadowMapLocations;
ProgramObject _directionalSkyboxLightCascadedShadowMap;
LightLocations _directionalSkyboxLightCascadedShadowMapLocations;
ProgramObject _directionalAmbientSphereLight;
LightLocations _directionalAmbientSphereLightLocations;
ProgramObject _directionalAmbientSphereLightShadowMap;
LightLocations _directionalAmbientSphereLightShadowMapLocations;
ProgramObject _directionalAmbientSphereLightCascadedShadowMap;
LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations;
ProgramObject _directionalLight;
LightLocations _directionalLightLocations;
ProgramObject _directionalLightShadowMap;
LightLocations _directionalLightShadowMapLocations;
ProgramObject _directionalLightCascadedShadowMap;
LightLocations _directionalLightCascadedShadowMapLocations;
ProgramObject _pointLight;
LightLocations _pointLightLocations;
ProgramObject _spotLight;
LightLocations _spotLightLocations;
*/
class PointLight {
public:
glm::vec4 position;