remove unused lightmapBindingIndex in DhApiRenderParam

This commit is contained in:
James Seibel
2024-05-27 17:57:45 -05:00
parent 3cf385c2a2
commit f49a79b54a
2 changed files with 1 additions and 4 deletions
@@ -58,9 +58,6 @@ public class DhApiRenderParam
/** The model view matrix Distant Horizons is using to render this frame. */
public final Mat4f dhModelViewMatrix;
public final int lightmapBindingIndex = 0;
// TODO why is this here? wouldn't it make more sense to have this built into the vertex buffer data?
public final int worldYOffset;
@@ -178,7 +178,7 @@ public class LodRenderProgram extends ShaderProgram implements IDhApiShaderProgr
setUniform(mircoOffsetUniform, 0.01f); // 0.01 block offset
// setUniform(skyLightUniform, skyLight);
setUniform(lightMapUniform, renderParameters.lightmapBindingIndex);
setUniform(lightMapUniform, 0); // TODO this should probably be passed in
if (worldYOffsetUniform != -1) setUniform(worldYOffsetUniform, (float) renderParameters.worldYOffset);