Removed code for tesselation and geometry shader detection

This commit is contained in:
Alex Szpakowski
2013-01-24 18:26:40 -04:00
parent f016840ed0
commit 5cae5ea37e
2 changed files with 4 additions and 20 deletions
+2 -14
View File
@@ -89,7 +89,7 @@ Shader::~Shader()
unloadVolatile();
}
GLuint Shader::compileShaderCode(ShaderType type, const std::string &code)
GLuint Shader::compileCode(ShaderType type, const std::string &code)
{
GLenum glshadertype;
const char *shadertypename = NULL;
@@ -100,18 +100,6 @@ GLuint Shader::compileShaderCode(ShaderType type, const std::string &code)
glshadertype = GL_VERTEX_SHADER;
shadertypename = "vertex";
break;
case TYPE_TESSCONTROL:
glshadertype = GL_TESS_CONTROL_SHADER;
shadertypename = "tesselation control";
break;
case TYPE_TESSEVAL:
glshadertype = GL_TESS_EVALUATION_SHADER;
shadertypename = "tesselation evaluation";
break;
case TYPE_GEOMETRY:
glshadertype = GL_GEOMETRY_SHADER;
shadertypename = "geometry";
break;
case TYPE_FRAGMENT:
glshadertype = GL_FRAGMENT_SHADER;
shadertypename = "fragment";
@@ -202,7 +190,7 @@ bool Shader::loadVolatile()
ShaderSources::const_iterator source;
for (source = _shadersources.begin(); source != _shadersources.end(); ++source)
{
GLuint shaderid = compileShaderCode(source->first, source->second);
GLuint shaderid = compileCode(source->first, source->second);
shaderids.push_back(shaderid);
}