summaryrefslogtreecommitdiff
path: root/ui/window.h
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-03 19:47:46 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-03 19:48:31 +0000
commitc3eea71370eb94cff1fd96185458643fab6eb2c5 (patch)
treecb331dd81d9cb36d69e1b659353796ec170a78e4 /ui/window.h
parentRename Shader to SceneShader (diff)
downloadilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.tar.bz2
ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.tar.xz
ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.zip
Restructure how shaders are worked with
Needs a tidy-up
Diffstat (limited to 'ui/window.h')
-rw-r--r--ui/window.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/ui/window.h b/ui/window.h
index b3d3f68..0661915 100644
--- a/ui/window.h
+++ b/ui/window.h
@@ -10,8 +10,6 @@
#include <special_members.hpp>
#include <string>
-class SceneShader;
-
class Window {
public:
Window(size_t width, size_t height, const std::string & title);
@@ -30,7 +28,6 @@ public:
protected:
[[nodiscard]] SDL_GLContext glContext() const;
virtual void render() const;
- virtual const SceneShader & getShader() const = 0;
using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
const glm::ivec2 size;