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https://github.com/bloeys/nmage.git
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Remove unused variables
This commit is contained in:
23
main.go
23
main.go
@ -38,11 +38,13 @@ var (
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simpleMat *materials.Material
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cubeMesh *meshes.Mesh
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modelMat = gglm.NewTrMatId()
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projMat = &gglm.Mat4{}
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modelMat = gglm.NewTrMatId()
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projMat = &gglm.Mat4{}
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camPos = gglm.NewVec3(0, 0, -10)
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camForward = gglm.NewVec3(0, 0, 1)
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lightPos1 = gglm.NewVec3(2, 2, 0)
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lightColor1 = gglm.NewVec3(1, 1, 1)
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)
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type OurGame struct {
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@ -94,8 +96,8 @@ func (g *OurGame) Init() {
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simpleMat.SetUnifMat4("projMat", projMat)
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//Lights
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simpleMat.SetUnifVec3("lightPos1", &lightPos1)
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simpleMat.SetUnifVec3("lightColor1", &lightColor1)
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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func (g *OurGame) FrameStart() {
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@ -172,7 +174,7 @@ func (g *OurGame) Render() {
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if timing.ElapsedTime() > lastElapsedTime {
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avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
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g.GetWindow().SDLWin.SetTitle("nMage (" + fmt.Sprint(1/avgDT, " fps)"))
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g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", 1/avgDT, " fps)"))
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dtAccum = 0
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framesSinceLastFPSUpdate = 0
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@ -234,12 +236,3 @@ func updateViewMat() {
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viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
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simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
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}
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var time uint64 = 0
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var name string = ""
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var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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var ambientColorStrength float32 = 0.1
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var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
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var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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