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authorGunnar Sletta <gunnar.sletta@digia.com>2013-10-29 10:54:06 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-10-29 20:39:48 +0100
commitb9bf1f53395621deb106245cb80c7bbbce09b0ce (patch)
tree1e5699a4e0669410a011bc8ca02a6f3329505dc0 /src/quick/items/qquickspritesequence.cpp
parent77faf3f2c79d3d914e03ba9fc152c6b6054037ba (diff)
Remove superfluous code.
I suspect this was to work around that a very early version of the previous renderer some times left vertex pointers active, but this has not been the case for a very long time, so this code is just wasting time and memory. Change-Id: I4b79ff67d17bf47af515e8db203960c9bceae247 Reviewed-by: Alan Alpert <aalpert@blackberry.com>
Diffstat (limited to 'src/quick/items/qquickspritesequence.cpp')
-rw-r--r--src/quick/items/qquickspritesequence.cpp12
1 files changed, 0 insertions, 12 deletions
diff --git a/src/quick/items/qquickspritesequence.cpp b/src/quick/items/qquickspritesequence.cpp
index 3c1492e0b3..8a6789bb9f 100644
--- a/src/quick/items/qquickspritesequence.cpp
+++ b/src/quick/items/qquickspritesequence.cpp
@@ -137,14 +137,6 @@ public:
{
}
- void deactivate() {
- QSGMaterialShader::deactivate();
-
- for (int i=0; i<8; ++i) {
- program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
- }
- }
-
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
{
QQuickSpriteSequenceMaterial *m = static_cast<QQuickSpriteSequenceMaterial *>(newEffect);
@@ -181,12 +173,8 @@ public:
int m_opacity_id;
int m_animData_id;
int m_animPos_id;
-
- static float chunkOfBytes[1024];
};
-float SpriteSequenceMaterialData::chunkOfBytes[1024];
-
QSGMaterialShader *QQuickSpriteSequenceMaterial::createShader() const
{
return new SpriteSequenceMaterialData;