From 34eca0d0af3492fbf6e653e2499880f8470f090b Mon Sep 17 00:00:00 2001 From: Caesar2011 Date: Wed, 14 Sep 2016 18:19:35 +0200 Subject: [PATCH] Removing debug text output --- opengl-test-two/main.cpp | 13 ------------- opengl-test-two/src/loaders.cpp | 3 --- 2 files changed, 16 deletions(-) diff --git a/opengl-test-two/main.cpp b/opengl-test-two/main.cpp index 6a5e563..2d8746c 100644 --- a/opengl-test-two/main.cpp +++ b/opengl-test-two/main.cpp @@ -148,19 +148,6 @@ int main(int argc, char* args[]) { glBindTexture(GL_TEXTURE_2D, renderedTexture); - printf("Shader program ID: %d\n", progTrimapID); - printf("textureLoc1: %d\n", locTriTexForeground); - printf("textureLocTri: %d\n", locRefTexTrimap); - //printf("textureLocFore: %d\n", textureLocFore); - printf("widthLoc: %d\n", locTriPixWidth); - printf("heigthLoc: %d\n", locTriPixHeight); - printf("Width: %f\n", 1.0f/textw); - printf("Height: %f\n", 1.0f/texth); - - - - - // INIT END diff --git a/opengl-test-two/src/loaders.cpp b/opengl-test-two/src/loaders.cpp index 7faf808..d24e4e7 100644 --- a/opengl-test-two/src/loaders.cpp +++ b/opengl-test-two/src/loaders.cpp @@ -86,7 +86,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path // Compile Vertex Shader - printf("Compiling shader : %s\n", vertex_file_path); char const * VertexSourcePointer = VertexShaderCode.c_str(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glCompileShader(VertexShaderID); @@ -103,7 +102,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path // Compile Fragment Shader - printf("Compiling shader : %s\n", fragment_file_path); char const * FragmentSourcePointer = FragmentShaderCode.c_str(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glCompileShader(FragmentShaderID); @@ -120,7 +118,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path // Link the program - printf("Linking program\n"); GLuint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID);