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authormajortom6 <tombarrett@siu.edu>2017-02-25 12:42:41 -0600
committerTom Barrett <tombarrett@siu.edu>2017-03-07 13:23:41 -0600
commitd10f3df359cbccd1d7ee13b7981fee575a90637f (patch)
treec6faefd9c6f24663b0ae4bdee505d6456e8208a1 /inc/opengl
parent86fba51a32de6528cead5fdf24846d1e0540cad9 (diff)
-began refractoring src
-reduced area creatures and resources spawn -everything should be on 8 spaces now -reorganized creatures action function to make more logical sense -stripped out unused parts of geoshader and spritebatch
Diffstat (limited to 'inc/opengl')
-rw-r--r--inc/opengl/spritebatch.hpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/inc/opengl/spritebatch.hpp b/inc/opengl/spritebatch.hpp
index 94ca97c..2618054 100644
--- a/inc/opengl/spritebatch.hpp
+++ b/inc/opengl/spritebatch.hpp
@@ -20,7 +20,6 @@ class SpriteBatch
{
public:
SpriteBatch(GeoShader theshader);
- ~SpriteBatch();
void init();
void begin();
@@ -35,8 +34,8 @@ class SpriteBatch
GLuint _vbo;
GLuint _vao;
- std::vector<GraphicsData*> _gfxPtr; ///< This is for sorting
- std::vector<GraphicsData> _gfx; ///< These are the actual glyphs
+ std::vector<GraphicsData*> _gfxPtr;
+ std::vector<GraphicsData> _gfx;
std::vector<RenderBatch> _renderBatches;
GeoShader shader;