Remove a bunch of deadc0de

This commit is contained in:
Aaron Culliney 2014-09-21 13:35:37 -07:00
parent 1e97564ea7
commit c162617234

View File

@ -52,7 +52,6 @@ typedef struct ShaderInfo {
UT_hash_handle hh;
} ShaderInfo;
static GLuint colorRenderbuffer = 0;
static int windowWidth = SCANWIDTH*1.5;
static int windowHeight = SCANHEIGHT*1.5;
@ -60,7 +59,6 @@ static int viewportX = 0;
static int viewportY = 0;
static int viewportWidth = SCANWIDTH*1.5;
static int viewportHeight = SCANHEIGHT*1.5;
//static GLuint depthRenderbuffer = 0;
#if 0
static matT translation = {};
@ -224,33 +222,8 @@ static void _generate_crt_object(void) {
static void vdriver_init_common(void) {
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
_generate_crt_object();
// Extract width and height from the color buffer.
int width, height;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
#if 0
// Create a depth buffer that has the same size as the color buffer.
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
#endif
// Create the framebuffer object.
GLuint framebuffer = 0;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
GL_ERRLOG("renderbuffer setup");
// Create the GLSL program.
_create_gl_program();
// Extract the handles to attributes and uniforms
@ -277,7 +250,7 @@ static void vdriver_init_common(void) {
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, /*level*/0, /*internal format*/GL_RGBA, width, height, /*border*/0, /*format*/GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, /*level*/0, /*internal format*/GL_RGBA, windowWidth, windowHeight, /*border*/0, /*format*/GL_RGBA, GL_UNSIGNED_BYTE, 0);
GL_ERRLOG("glTexImage2D");
// Initialize various state
@ -298,10 +271,6 @@ static void vdriver_init_common(void) {
translation = mat4_translate_xyz(0.f, 0.f, -7.f, MAT4);
#endif
#if !defined(__APPLE__)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GL_ERRLOG("bind main framebuffer");
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
ERRQUIT("framebuffer status: %04X", status);