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authorclayjohn <claynjohn@gmail.com>2022-12-13 17:54:44 -0800
committerclayjohn <claynjohn@gmail.com>2022-12-15 08:25:44 -0800
commitb6a1aa15b1cd2b93ad4f18110858dc92492cd259 (patch)
tree0c4cca6210c2c60981cf154cc60c2c24404a387c /drivers/gles3/storage/config.h
parentaa8a899f52ad406b7fa0cd7fc0333892c1f77e3f (diff)
downloadredot-engine-b6a1aa15b1cd2b93ad4f18110858dc92492cd259.tar.gz
Use instanced array buffer instead of UBO for canvas item batching
This simplifies the generated shader code which increases both performance and compile time on low end devices
Diffstat (limited to 'drivers/gles3/storage/config.h')
-rw-r--r--drivers/gles3/storage/config.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index 87202fde84..1a93b4b8ef 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -67,8 +67,6 @@ public:
int max_renderable_lights = 0;
int max_lights_per_object = 0;
- int uniform_buffer_offset_alignment = 0;
-
// TODO implement wireframe in OpenGL
// bool generate_wireframes;