mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 14:01:26 +00:00
OpenGL2: Remove GLSL_ValidateProgram().
https://stackoverflow.com/questions/39761456/why-does-glvalidateprogram-fail-when-no-vao-is-bound
This commit is contained in:
parent
d549b642bc
commit
a4c09236b1
1 changed files with 0 additions and 15 deletions
|
@ -487,20 +487,6 @@ static void GLSL_LinkProgram(GLuint program)
|
|||
}
|
||||
}
|
||||
|
||||
static void GLSL_ValidateProgram(GLuint program)
|
||||
{
|
||||
GLint validated;
|
||||
|
||||
qglValidateProgram(program);
|
||||
|
||||
qglGetProgramiv(program, GL_VALIDATE_STATUS, &validated);
|
||||
if(!validated)
|
||||
{
|
||||
GLSL_PrintLog(program, GLSL_PRINTLOG_PROGRAM_INFO, qfalse);
|
||||
ri.Error(ERR_DROP, "shaders failed to validate");
|
||||
}
|
||||
}
|
||||
|
||||
static void GLSL_ShowProgramUniforms(GLuint program)
|
||||
{
|
||||
int i, count, size;
|
||||
|
@ -695,7 +681,6 @@ void GLSL_InitUniforms(shaderProgram_t *program)
|
|||
|
||||
void GLSL_FinishGPUShader(shaderProgram_t *program)
|
||||
{
|
||||
GLSL_ValidateProgram(program->program);
|
||||
GLSL_ShowProgramUniforms(program->program);
|
||||
GL_CheckErrors();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue