Deleted triangle stuff

This commit is contained in:
sergeypdev 2024-02-09 02:16:49 +04:00
parent d5bfda3300
commit 1944338402

View File

@ -42,9 +42,6 @@ pub const GameMemory = struct {
global_allocator: std.mem.Allocator,
frame_fba: std.heap.FixedBufferAllocator,
assetman: AssetManager,
counter: i32 = 0,
triangle_vao: gl.GLuint = 0,
triangle_vbo: gl.GLuint = 0,
mesh_vao: gl.GLuint = 0,
camera_ubo: gl.GLuint = 0,
camera_matrices: []CameraMatrices,
@ -161,17 +158,6 @@ export fn game_init(global_allocator: *std.mem.Allocator) void {
gl.viewport(0, 0, g_init.width, g_init.height);
// Triangle
gl.genBuffers(1, &g_mem.triangle_vbo);
gl.genVertexArrays(1, &g_mem.triangle_vao);
gl.bindVertexArray(g_mem.triangle_vao);
gl.bindBuffer(gl.ARRAY_BUFFER, g_mem.triangle_vbo);
gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, @sizeOf(f32) * 3, @ptrFromInt(0));
gl.enableVertexAttribArray(0);
// MESH PROGRAM
const mesh_program_name = g_assetman.resolveShaderProgram(mesh_program).program;
@ -221,14 +207,6 @@ const CameraMatrices = extern struct {
view: zlm.Mat4,
};
const vertex_shader_code = @embedFile("shaders/vert.glsl");
const fragment_shader_code = @embedFile("shaders/frag.glsl");
const vertices = [_]f32{
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0, 0.5, 0.0,
};
export fn game_update() bool {
g_mem.frame_fba.reset();
var event: c.SDL_Event = undefined;
@ -258,7 +236,6 @@ export fn game_update() bool {
else => {},
}
}
g_mem.counter += 1;
const f_width: f32 = @floatFromInt(g_init.width);
const f_height: f32 = @floatFromInt(g_init.height);