remove unused lightmapBindingIndex in DhApiRenderParam
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-3
@@ -58,9 +58,6 @@ public class DhApiRenderParam
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/** The model view matrix Distant Horizons is using to render this frame. */
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public final Mat4f dhModelViewMatrix;
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public final int lightmapBindingIndex = 0;
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// TODO why is this here? wouldn't it make more sense to have this built into the vertex buffer data?
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public final int worldYOffset;
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+1
-1
@@ -178,7 +178,7 @@ public class LodRenderProgram extends ShaderProgram implements IDhApiShaderProgr
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setUniform(mircoOffsetUniform, 0.01f); // 0.01 block offset
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// setUniform(skyLightUniform, skyLight);
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setUniform(lightMapUniform, renderParameters.lightmapBindingIndex);
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setUniform(lightMapUniform, 0); // TODO this should probably be passed in
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if (worldYOffsetUniform != -1) setUniform(worldYOffsetUniform, (float) renderParameters.worldYOffset);
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