return model;
}
-bool terrain_gfx_init()
+void terrain_gfx_init()
{
GLint texture_units;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &texture_units); GL_DEBUG
texture_units,
client_config.view_distance
);
-
- if (!shader_program_create(RESSOURCE_PATH "shaders/3d/terrain", &shader_prog, shader_def)) {
- fprintf(stderr, "[error] failed to create terrain shader program\n");
- return false;
- }
-
+ shader_prog = shader_program_create(RESSOURCE_PATH "shaders/3d/terrain", shader_def);
free(shader_def);
loc_VP = glGetUniformLocation(shader_prog, "VP"); GL_DEBUG
light_shader.prog = shader_prog;
light_shader_locate(&light_shader);
-
- return true;
}
void terrain_gfx_deinit()