pthread_mutex_destroy(&mtx_nametagged);
}
-bool client_entity_gfx_init()
+void client_entity_gfx_init()
{
char *shader_def;
asprintf(&shader_def, "#define VIEW_DISTANCE %lf\n", client_config.view_distance);
-
- if (!shader_program_create(RESSOURCE_PATH "shaders/3d/entity", &shader_prog, shader_def)) {
- fprintf(stderr, "[error] failed to create entity shader program\n");
- return false;
- }
-
+ shader_prog = shader_program_create(RESSOURCE_PATH "shaders/3d/entity", shader_def);
free(shader_def);
loc_VP = glGetUniformLocation(shader_prog, "VP"); GL_DEBUG
light_shader_locate(&light_shader);
client_entity_depth_offset(0.0f);
-
- return true;
}
void client_entity_gfx_deinit()