Removing debug text output

This commit is contained in:
Caesar2011
2016-09-14 18:19:35 +02:00
parent 9cb2b0f8e8
commit 34eca0d0af
2 changed files with 0 additions and 16 deletions

View File

@@ -148,19 +148,6 @@ int main(int argc, char* args[]) {
glBindTexture(GL_TEXTURE_2D, renderedTexture); 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 // INIT END

View File

@@ -86,7 +86,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
// Compile Vertex Shader // Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str(); char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID); glCompileShader(VertexShaderID);
@@ -103,7 +102,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
// Compile Fragment Shader // Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str(); char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID); glCompileShader(FragmentShaderID);
@@ -120,7 +118,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
// Link the program // Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram(); GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID); glAttachShader(ProgramID, FragmentShaderID);