Missed this section, no point generating shaders in draw any more

This commit is contained in:
rdb 2015-01-23 21:41:43 +01:00
parent c3ca2f1a65
commit 0dc0bbdf0c

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@ -8783,19 +8783,6 @@ set_state_and_transform(const RenderState *target,
#ifndef OPENGLES
_instance_count = _target_shader->get_instance_count();
#endif
#ifndef OPENGLES_1
if (_target_shader->auto_shader()) {
// If we don't have a generated shader, make sure we have a ShaderGenerator, then generate the shader.
CPT(RenderState) shader = _target_rs->get_auto_shader_state();
if (shader->_generated_shader == NULL) {
if (_shader_generator == NULL) {
_shader_generator = new ShaderGenerator(this, _scene_setup->get_display_region()->get_window());
}
const_cast<RenderState*>(shader.p())->_generated_shader = DCAST(ShaderAttrib, _shader_generator->synthesize_shader(shader));
}
_target_shader = DCAST(ShaderAttrib, shader->_generated_shader);
}
#endif
int alpha_test_slot = AlphaTestAttrib::get_class_slot();
if (_target_rs->get_attrib(alpha_test_slot) != _state_rs->get_attrib(alpha_test_slot) ||