From deed9a42af769c0413dddd8fe3352c26ed8fca24 Mon Sep 17 00:00:00 2001
From: Abdelrahman <said.abdelrahman89@gmail.com>
Date: Sun, 29 Sep 2024 16:02:31 +0100
Subject: [PATCH] Stop passing camera to create_graphics_pipeline

---
 src/main.cc | 10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

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<GLfloat> &vertices, const std::vector<GLuint> &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<GLfloat> &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);