diff --git a/src/libprojectM/Renderer/Renderer.cpp b/src/libprojectM/Renderer/Renderer.cpp index de4ce2ac4..f30f15e60 100644 --- a/src/libprojectM/Renderer/Renderer.cpp +++ b/src/libprojectM/Renderer/Renderer.cpp @@ -164,9 +164,10 @@ void Renderer::SetPipeline(Pipeline &pipeline) { currentPipe = &pipeline; shaderEngine.reset(); - // N.B. i'm actually not sure if they're always fragment shaders... I think so... -mischa - shaderEngine.loadShader(GL_FRAGMENT_SHADER, pipeline.warpShader, pipeline.warpShaderFilename); - shaderEngine.loadShader(GL_FRAGMENT_SHADER, pipeline.compositeShader, pipeline.compositeShaderFilename); + // TEMP + // N.B. i'm actually not sure if they're always fragment shaders... I think so... -mischa + //shaderEngine.loadShader(GL_FRAGMENT_SHADER, pipeline.warpShader, pipeline.warpShaderFilename); + //shaderEngine.loadShader(GL_FRAGMENT_SHADER, pipeline.compositeShader, pipeline.compositeShaderFilename); } void Renderer::ResetTextures() diff --git a/src/libprojectM/Renderer/Renderer.hpp b/src/libprojectM/Renderer/Renderer.hpp index b6d726c64..a135feb5b 100644 --- a/src/libprojectM/Renderer/Renderer.hpp +++ b/src/libprojectM/Renderer/Renderer.hpp @@ -1,8 +1,6 @@ #ifndef Renderer_HPP #define Renderer_HPP -//#include - #include "FBO.hpp" #include "BeatDetect.hpp" #include "Common.hpp" diff --git a/src/libprojectM/projectM-opengl.h b/src/libprojectM/projectM-opengl.h index 011c9c691..cbbdd49f0 100644 --- a/src/libprojectM/projectM-opengl.h +++ b/src/libprojectM/projectM-opengl.h @@ -5,22 +5,12 @@ #ifndef __PROJECTM_OPENGL_H__ #define __PROJECTM_OPENGL_H__ -<<<<<<< HEAD -//#define GL_TRANSITION - -//#include - -#ifdef __APPLE__ -# include -# include -======= // stuff that needs to be ported to newer GL calls #define GL_TRANSITION #ifdef __APPLE__ # include # include ->>>>>>> master #elif defined(_WIN32) # include #else /* linux/unix/other */ diff --git a/src/projectM-sdl/projectM_SDL_main.cpp b/src/projectM-sdl/projectM_SDL_main.cpp index b0acf1e39..c9f396a5d 100644 --- a/src/projectM-sdl/projectM_SDL_main.cpp +++ b/src/projectM-sdl/projectM_SDL_main.cpp @@ -56,8 +56,6 @@ std::string getConfigFilePath() { int main(int argc, char *argv[]) { SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); - - SDL_LogSetAllPriority(SDL_LOG_PRIORITY_DEBUG); if (! SDL_VERSION_ATLEAST(2, 0, 5)) { SDL_Log("SDL version 2.0.5 or greater is required. You have %i.%i.%i", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL); @@ -112,7 +110,6 @@ int main(int argc, char *argv[]) { if (! configFilePath.empty()) { // found config file, use it - SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Loading configuration from %s\n", configFilePath.c_str()); app = new projectMSDL(configFilePath, 0); } else { SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Config file not found, using development settings\n"); @@ -131,8 +128,7 @@ int main(int argc, char *argv[]) { settings.softCutRatingsEnabled = 1; // ??? // get path to our app, use CWD for presets/fonts/etc std::string base_path = SDL_GetBasePath(); - settings.presetURL = base_path + "presets/presets_shader_test"; -// settings.presetURL = base_path + "presets/presets_milkdrop_200"; + settings.presetURL = base_path + "presets/presets_tryptonaut"; settings.menuFontURL = base_path + "fonts/Vera.ttf"; settings.titleFontURL = base_path + "fonts/Vera.ttf"; // init with settings