From 2edffaf91a2414bf781d18bf96e24a74ffadc367 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Tue, 22 Sep 2015 17:20:13 -0700 Subject: [PATCH] remove unused variables --- interface/src/avatar/SkeletonModel.cpp | 2 -- libraries/render-utils/src/Model.cpp | 2 -- 2 files changed, 4 deletions(-) diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 6b56e92d80..f88508ba5b 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -635,8 +635,6 @@ void SkeletonModel::computeBoundingShape() { } void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) { - const int BALL_SUBDIVISIONS = 10; - auto geometryCache = DependencyManager::get(); auto deferredLighting = DependencyManager::get(); // draw a blue sphere at the capsule top point diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 7cf965951b..ff27c3ab62 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -1727,9 +1727,7 @@ void Model::segregateMeshGroups() { // Run through all of the meshes, and place them into their segregated, but unsorted buckets int shapeID = 0; for (int i = 0; i < (int)networkMeshes.size(); i++) { - const NetworkMesh& networkMesh = *(networkMeshes.at(i).get()); const FBXMesh& mesh = geometry.meshes.at(i); - const MeshState& state = _meshStates.at(i); // Create the render payloads int totalParts = mesh.parts.size();