summaryrefslogtreecommitdiff
path: root/src/renderer/render.c
diff options
context:
space:
mode:
authorOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-31 22:08:05 +1100
committerOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-31 22:08:05 +1100
commitb771fc06a4339f466c0864ad896d5a96aee7e35d (patch)
treef667213fe01155e1ed56bc606a02e0f7c546fab5 /src/renderer/render.c
parent1b4c27d514423c9e27a93742b8c8e9eb9f588e27 (diff)
adding image creation for textures
Diffstat (limited to 'src/renderer/render.c')
-rw-r--r--src/renderer/render.c23
1 files changed, 0 insertions, 23 deletions
diff --git a/src/renderer/render.c b/src/renderer/render.c
index 54b63b6..9dc47c2 100644
--- a/src/renderer/render.c
+++ b/src/renderer/render.c
@@ -247,29 +247,6 @@ texture texture_data_load(const char* path, bool invert_y) {
.image_data = data };
}
-void texture_data_upload(texture* tex) {
- printf("Texture name %s\n", tex->name);
- TRACE("Upload texture data");
- u32 texture_id;
- glGenTextures(1, &texture_id);
- glBindTexture(GL_TEXTURE_2D, texture_id);
- tex->texture_id = texture_id;
-
- // set the texture wrapping parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
- GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- // set texture filtering parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex->width, tex->height, 0, tex->channel_type,
- GL_UNSIGNED_BYTE, tex->image_data);
- glGenerateMipmap(GL_TEXTURE_2D);
- DEBUG("Freeing texture image data after uploading to GPU");
- // stbi_image_free(tex->image_data); // data is on gpu now so we dont need it around
-}
-
void dir_light_upload_uniforms(shader shader, directional_light* light) {
uniform_vec3f(shader.program_id, "dirLight.direction", &light->direction);
uniform_vec3f(shader.program_id, "dirLight.ambient", &light->ambient);