Drop unused bindAttribute Location function.

This commit is contained in:
Martin Gräßlin 2010-12-31 14:20:53 +01:00
parent 2d40f73530
commit 4e36027924
2 changed files with 0 additions and 15 deletions

View file

@ -1087,12 +1087,6 @@ float GLShader::textureWidth()
return mTextureWidth; return mTextureWidth;
} }
void GLShader::bindAttributeLocation(int index, const char* name)
{
glBindAttribLocation(mProgram, index, name);
// TODO: relink the shader
}
QMatrix4x4 GLShader::getUniformMatrix4x4(const char* name) QMatrix4x4 GLShader::getUniformMatrix4x4(const char* name)
{ {
int location = uniformLocation(name); int location = uniformLocation(name);

View file

@ -249,15 +249,6 @@ class KWIN_EXPORT GLShader
bool setUniform(const char* name, const QColor& color); bool setUniform(const char* name, const QColor& color);
int attributeLocation(const char* name); int attributeLocation(const char* name);
bool setAttribute(const char* name, float value); bool setAttribute(const char* name, float value);
/**
* Binds an attribute location for this shader.
* The rendering pipeline assumes vertices to be bound to index 0
* and texcoords to index 1.
* @param index the index of the location to be bound
* @param name the name of the attribute
* @since 4.7
*/
void bindAttributeLocation(int index, const char* name);
/** /**
* @return The value of the uniform as a matrix * @return The value of the uniform as a matrix
* @since 4.7 * @since 4.7