Browse Source

Remove unused parameter

master
Riyyi 4 years ago
parent
commit
eea20285e4
  1. 2
      inferno/src/inferno/application.cpp
  2. 7
      inferno/src/inferno/render/renderer.cpp
  3. 3
      inferno/src/inferno/render/renderer.h

2
inferno/src/inferno/application.cpp

@ -175,7 +175,7 @@ namespace Inferno {
Renderer2D::the().drawQuad(quad2.get<TransformComponent>(), { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture); Renderer2D::the().drawQuad(quad2.get<TransformComponent>(), { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture);
Renderer2D::the().drawQuad(quad3.get<TransformComponent>(), { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2); Renderer2D::the().drawQuad(quad3.get<TransformComponent>(), { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2);
RendererCharacter::the().drawCharacter(character, {1,1,1,1}, f->texture()); RendererCharacter::the().drawCharacter(character, f->texture());
Renderer2D::the().endScene(); Renderer2D::the().endScene();
RendererCharacter::the().endScene(); RendererCharacter::the().endScene();

7
inferno/src/inferno/render/renderer.cpp

@ -349,12 +349,7 @@ namespace Inferno {
nextBatch(); nextBatch();
} }
void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::vec4 color, std::shared_ptr<Texture> texture) void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture)
{
drawCharacter(characterQuad, glm::mat4 { color, color, color, color }, texture);
}
void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::mat4 color, std::shared_ptr<Texture> texture)
{ {
// Create a new batch if the quad limit has been reached // Create a new batch if the quad limit has been reached
if (m_quadIndex >= quadCount) { if (m_quadIndex >= quadCount) {

3
inferno/src/inferno/render/renderer.h

@ -134,8 +134,7 @@ namespace Inferno {
void beginScene(); void beginScene();
void endScene(); void endScene();
void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::vec4 color, std::shared_ptr<Texture> texture); void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture);
void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::mat4 color, std::shared_ptr<Texture> texture);
static inline RendererCharacter& the() { return *s_instance; } static inline RendererCharacter& the() { return *s_instance; }

Loading…
Cancel
Save