diff --git a/scene_opengl.h b/scene_opengl.h index 957b6b73cd..57d9c0f162 100644 --- a/scene_opengl.h +++ b/scene_opengl.h @@ -114,8 +114,6 @@ public: TexturePrivate(); virtual ~TexturePrivate(); - virtual void bind(); - virtual void unbind(); virtual void release(); virtual void onDamage(); diff --git a/scene_opengl_egl.cpp b/scene_opengl_egl.cpp index 6855133880..5c3ed6e3eb 100644 --- a/scene_opengl_egl.cpp +++ b/scene_opengl_egl.cpp @@ -300,13 +300,3 @@ void SceneOpenGL::TexturePrivate::onDamage() } GLTexturePrivate::onDamage(); } - -void SceneOpenGL::TexturePrivate::bind() -{ - GLTexturePrivate::bind(); -} - -void SceneOpenGL::TexturePrivate::unbind() -{ - GLTexturePrivate::unbind(); -} diff --git a/scene_opengl_glx.cpp b/scene_opengl_glx.cpp index 5290edeaee..1818d7a5f4 100644 --- a/scene_opengl_glx.cpp +++ b/scene_opengl_glx.cpp @@ -733,22 +733,3 @@ void SceneOpenGL::TexturePrivate::onDamage() } GLTexturePrivate::onDamage(); } - -void SceneOpenGL::TexturePrivate::bind() -{ - GLTexturePrivate::bind(); - if (hasGLVersion(1, 4, 0)) { - // Lod bias makes the trilinear-filtered texture look a bit sharper - glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f); - } -} - -void SceneOpenGL::TexturePrivate::unbind() -{ - if (hasGLVersion(1, 4, 0)) { - glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f); - } - - GLTexturePrivate::unbind(); -} -