Removing debug text output
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@@ -148,19 +148,6 @@ int main(int argc, char* args[]) {
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glBindTexture(GL_TEXTURE_2D, renderedTexture);
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glBindTexture(GL_TEXTURE_2D, renderedTexture);
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printf("Shader program ID: %d\n", progTrimapID);
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printf("textureLoc1: %d\n", locTriTexForeground);
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printf("textureLocTri: %d\n", locRefTexTrimap);
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//printf("textureLocFore: %d\n", textureLocFore);
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printf("widthLoc: %d\n", locTriPixWidth);
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printf("heigthLoc: %d\n", locTriPixHeight);
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printf("Width: %f\n", 1.0f/textw);
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printf("Height: %f\n", 1.0f/texth);
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// INIT END
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// INIT END
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@@ -86,7 +86,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
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// Compile Vertex Shader
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// Compile Vertex Shader
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printf("Compiling shader : %s\n", vertex_file_path);
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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glCompileShader(VertexShaderID);
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glCompileShader(VertexShaderID);
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@@ -103,7 +102,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
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// Compile Fragment Shader
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// Compile Fragment Shader
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printf("Compiling shader : %s\n", fragment_file_path);
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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glCompileShader(FragmentShaderID);
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glCompileShader(FragmentShaderID);
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@@ -120,7 +118,6 @@ GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path
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// Link the program
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// Link the program
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printf("Linking program\n");
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GLuint ProgramID = glCreateProgram();
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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