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-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 22d40a74..e9e395be 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -49,7 +49,6 @@ Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
m_depthShader(0),
m_selectionShader(0),
m_backgroundShader(0),
- m_labelShader(0),
m_staticGradientPointShader(0),
m_bgrTexture(0),
m_selectionTexture(0),
@@ -93,7 +92,6 @@ Scatter3DRenderer::~Scatter3DRenderer()
delete m_depthShader;
delete m_selectionShader;
delete m_backgroundShader;
- delete m_labelShader;
delete m_staticGradientPointShader;
}
@@ -102,8 +100,6 @@ void Scatter3DRenderer::initializeOpenGL()
Abstract3DRenderer::initializeOpenGL();
// Initialize shaders
- initLabelShaders(QStringLiteral(":/shaders/vertexLabel"),
- QStringLiteral(":/shaders/fragmentLabel"));
#if !defined(QT_OPENGL_ES_2)
// Init depth shader (for shadows). Init in any case, easier to handle shadow activation if done via api.
@@ -2260,14 +2256,6 @@ void Scatter3DRenderer::initBackgroundShaders(const QString &vertexShader,
m_backgroundShader->initialize();
}
-void Scatter3DRenderer::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
-{
- if (m_labelShader)
- delete m_labelShader;
- m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_labelShader->initialize();
-}
-
void Scatter3DRenderer::initStaticPointShaders(const QString &vertexShader,
const QString &fragmentShader)
{
@@ -2277,7 +2265,6 @@ void Scatter3DRenderer::initStaticPointShaders(const QString &vertexShader,
m_staticGradientPointShader->initialize();
}
-
void Scatter3DRenderer::selectionColorToSeriesAndIndex(const QVector4D &color,
int &index,
QAbstract3DSeries *&series)