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Commit d4bebc5

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remove unused variables
1 parent 4c8aca9 commit d4bebc5

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2 files changed

+0
-13
lines changed

2 files changed

+0
-13
lines changed

src/appleseed.studio/mainwindow/rendering/glscenelayer.cpp

Lines changed: 0 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -160,7 +160,6 @@ void GLSceneLayer::set_transform(const Transformd& transform)
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{
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m_camera_matrix = transform.get_parent_to_local();
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m_gl_view_matrix = transpose(m_camera_matrix);
163-
m_camera_position = Vector3f(m_camera_matrix.extract_translation());
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}
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void GLSceneLayer::slot_synchronize_camera()
@@ -399,7 +398,6 @@ void GLSceneLayer::init_gl(QSurfaceFormat format)
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m_depthonly_view_mat_location = m_gl->glGetUniformLocation(m_depthonly_shader_program, "u_view");
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m_depthonly_proj_mat_location = m_gl->glGetUniformLocation(m_depthonly_shader_program, "u_proj");
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m_depthonly_camera_pos_location = m_gl->glGetUniformLocation(m_depthonly_shader_program, "u_camera_pos");
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404402
const float z_near = 0.01f;
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const float z_far = 1000.0f;
@@ -492,10 +490,6 @@ void GLSceneLayer::draw()
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1,
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false,
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const_cast<const GLfloat*>(&m_gl_proj_matrix[0]));
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m_gl->glUniform3fv(
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m_scene_camera_pos_location,
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1,
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const_cast<const GLfloat*>(&m_camera_position[0]));
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render_scene();
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@@ -529,10 +523,6 @@ void GLSceneLayer::draw_depth_only()
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1,
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false,
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const_cast<const GLfloat*>(&m_gl_proj_matrix[0]));
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m_gl->glUniform3fv(
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m_depthonly_camera_pos_location,
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1,
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const_cast<const GLfloat*>(&m_camera_position[0]));
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render_scene();
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src/appleseed.studio/mainwindow/rendering/glscenelayer.h

Lines changed: 0 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -102,7 +102,6 @@ class GLSceneLayer
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const renderer::Project& m_project;
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renderer::Camera& m_camera;
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foundation::Matrix4d m_camera_matrix;
105-
foundation::Vector3f m_camera_position;
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bool m_backface_culling_enabled;
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@@ -118,12 +117,10 @@ class GLSceneLayer
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GLuint m_scene_shader_program;
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GLint m_scene_view_mat_location;
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GLint m_scene_proj_mat_location;
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GLint m_scene_camera_pos_location;
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GLuint m_depthonly_shader_program;
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GLint m_depthonly_view_mat_location;
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GLint m_depthonly_proj_mat_location;
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GLint m_depthonly_camera_pos_location;
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foundation::Matrix4f m_gl_view_matrix;
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foundation::Matrix4f m_gl_proj_matrix;

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