void Renderer::GlContextDestroyed()
{
- mGeometry->GlContextDestroyed();
}
void Renderer::GlCleanup()
void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
{
// Check if the map has changed
+
+
+
+#if 0
DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
+
const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
{
program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
}
+#endif
+
}
void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
{
// TODO: AB: no callig any GL now, to avoid asserts whole function commented out
return;
-
+#if 0
// Get the program to use:
Program* program = mRenderDataProvider->GetShader().GetProgram();
if( !program )
mIndexedDrawFirstElement,
mIndexedDrawElementsCount );
}
+#endif
}
void Renderer::SetSortAttributes( BufferIndex bufferIndex,