diff --git a/src/main.cc b/src/main.cc index faaf0b8..07f6bda 100644 --- a/src/main.cc +++ b/src/main.cc @@ -113,7 +113,7 @@ struct App { int init (App &app); void create_vertex_spec (Model &model, const std::vector &vertices, const std::vector &indices); -void create_graphics_pipeline (Model &model, Camera &camera, const char *vs_file, const char *fs_file); +void create_graphics_pipeline (Model &model, const char *vs_file, const char *fs_file); void run_main_loop (App &app); void cleanup (App &app); void render_model (const Model &model, const Camera &camera); @@ -179,9 +179,9 @@ int main() { create_vertex_spec(app.plane, plane_vertices, plane_indices); create_vertex_spec(app.floor, floor_vertices, floor_indices); - // Setup graphics pipeline. At the very minimum creating vertex and fragment shaders - create_graphics_pipeline(app.plane, app.camera, "shaders/vert.glsl", "shaders/frag.glsl"); - create_graphics_pipeline(app.floor, app.camera, "shaders/vert.glsl", "shaders/frag.glsl"); + // Setup graphics pipeline + create_graphics_pipeline(app.plane, "shaders/vert.glsl", "shaders/frag.glsl"); + create_graphics_pipeline(app.floor, "shaders/vert.glsl", "shaders/frag.glsl"); run_main_loop(app); @@ -307,7 +307,7 @@ void create_vertex_spec(Model &model, const std::vector &vertices, cons model.mesh.vertices_count = indices.size(); } -void create_graphics_pipeline(Model &model, Camera &camera, const char *vs_file, const char *fs_file) { +void create_graphics_pipeline(Model &model, const char *vs_file, const char *fs_file) { const std::string vs_source = load_shader(vs_file); const std::string fs_source = load_shader(fs_file);