remove is_split properity in priv since it has a getter method
parent
fd9014952f
commit
f36ccc4866
|
|
@ -23,6 +23,7 @@ pub inline fn create(typ: c.GLenum) errors.Error!Shader {
|
||||||
|
|
||||||
/// Set the source and compile a shader.
|
/// Set the source and compile a shader.
|
||||||
pub inline fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
|
pub inline fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
|
||||||
|
log.info("shader source:{s}", .{source});
|
||||||
glad.context.ShaderSource.?(s.id, 1, &@as([*c]const u8, @ptrCast(source)), null);
|
glad.context.ShaderSource.?(s.id, 1, &@as([*c]const u8, @ptrCast(source)), null);
|
||||||
glad.context.CompileShader.?(s.id);
|
glad.context.CompileShader.?(s.id);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -172,9 +172,6 @@ pub const SplitTree = extern struct {
|
||||||
/// close dialog.
|
/// close dialog.
|
||||||
pending_close: ?Surface.Tree.Node.Handle,
|
pending_close: ?Surface.Tree.Node.Handle,
|
||||||
|
|
||||||
/// True if the current split tree contains more than one surface
|
|
||||||
is_split: bool = false,
|
|
||||||
|
|
||||||
pub var offset: c_int = 0;
|
pub var offset: c_int = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue