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-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp12
1 files changed, 0 insertions, 12 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 9bee6b30..9121e37c 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -49,7 +49,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
m_surfaceSliceFlatShader(0),
m_surfaceSliceSmoothShader(0),
m_selectionShader(0),
- m_labelShader(0),
m_heightNormalizer(0.0f),
m_scaleX(0.0f),
m_scaleY(0.0f),
@@ -110,7 +109,6 @@ Surface3DRenderer::~Surface3DRenderer()
delete m_surfaceGridShader;
delete m_surfaceSliceFlatShader;
delete m_surfaceSliceSmoothShader;
- delete m_labelShader;
}
void Surface3DRenderer::initializeOpenGL()
@@ -119,8 +117,6 @@ void Surface3DRenderer::initializeOpenGL()
// Initialize shaders
initSurfaceShaders();
- 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.
@@ -2956,14 +2952,6 @@ void Surface3DRenderer::initSurfaceShaders()
handleShadowQualityChange();
}
-void Surface3DRenderer::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
-{
- if (m_labelShader)
- delete m_labelShader;
- m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_labelShader->initialize();
-}
-
#if !defined(QT_OPENGL_ES_2)
void Surface3DRenderer::initDepthShader()
{