static ModelShader _3d_model_shader;
static LightShader _3d_light_shader;
-bool client_inventory_init()
+void client_inventory_init()
{
char *_3d_shader_def;
asprintf(&_3d_shader_def, "#define VIEW_DISTANCE %lf\n", client_config.view_distance);
-
- if (!shader_program_create(RESSOURCE_PATH "shaders/3d/item", &_3d_shader_prog, _3d_shader_def)) {
- fprintf(stderr, "[error] failed to create 3D item shader program\n");
- return false;
- }
-
+ _3d_shader_prog = shader_program_create(RESSOURCE_PATH "shaders/3d/item", _3d_shader_def);
free(_3d_shader_def);
_3d_loc_VP = glGetUniformLocation(_3d_shader_prog, "VP");
light_shader_locate(&_3d_light_shader);
client_inventory_depth_offset(0.0f);
-
- return true;
}
void client_inventory_deinit()