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 -6
View File
@@ -42,14 +42,10 @@ public:
// pointer to currently active Shader.
static Shader *current;
// Only vertex and fragment shaders have guaranteed support in all Shaders.
enum ShaderType
{
TYPE_VERTEX,
TYPE_TESSCONTROL,
TYPE_TESSEVAL,
TYPE_GEOMETRY,
TYPE_FRAGMENT,
TYPE_MAX_ENUM
};
@@ -130,7 +126,7 @@ private:
GLint getUniformLocation(const std::string &name);
void checkSetUniformError();
GLuint compileShaderCode(ShaderType type, const std::string &code);
GLuint compileCode(ShaderType type, const std::string &code);
void createProgram(const std::vector<GLuint> &shaderids);
int getTextureUnit(const std::string &name);