Removed stupid mc_ and mcu_ prefixes

This commit is contained in:
CobaltXII
2018-12-28 21:41:16 -05:00
parent c4396f94a8
commit a6c1248aad
4 changed files with 9 additions and 9 deletions

View File

@@ -4,13 +4,13 @@
// Load a shader program from two files. One is a vertex shader, and one is a
// fragment shader. Geometry shader support is not implemented.
GLuint mc_load_program(std::string vertex_path, std::string fragment_path)
GLuint load_program(std::string vertex_path, std::string fragment_path)
{
GLuint shader_program = glCreateProgram();
GLuint vertex_shader = mcu_load_shader(vertex_path, GL_VERTEX_SHADER);
GLuint vertex_shader = load_shader(vertex_path, GL_VERTEX_SHADER);
GLuint fragment_shader = mcu_load_shader(fragment_path, GL_FRAGMENT_SHADER);
GLuint fragment_shader = load_shader(fragment_path, GL_FRAGMENT_SHADER);
glAttachShader(shader_program, vertex_shader);

View File

@@ -7,7 +7,7 @@
// characters as a suffix, otherwise OpenGL will not parse the contents
// correctly.
std::string mcu_load_file(std::string path)
std::string load_file(std::string path)
{
std::ifstream file(path);
@@ -27,11 +27,11 @@ std::string mcu_load_file(std::string path)
// Load a shader from a file.
GLuint mcu_load_shader(std::string path, GLenum shader_type)
GLuint load_shader(std::string path, GLenum shader_type)
{
GLuint shader = glCreateShader(shader_type);
std::string file_contents = mcu_load_file(path);
std::string file_contents = load_file(path);
const GLchar* file_data = file_contents.c_str();

View File

@@ -8,7 +8,7 @@
std::map<std::string, float> block_texture_name_to_layer;
GLuint mc_load_block_texture_array()
GLuint load_block_texture_array()
{
// Define the expected properties of each sub-texture.

View File

@@ -113,11 +113,11 @@ int main(int argc, char** argv)
// Load the block texture array.
GLuint block_texture_array = mc_load_block_texture_array();
GLuint block_texture_array = load_block_texture_array();
// Load the block shader program.
GLuint block_shader_program = mc_load_program("../glsl/block_vertex.glsl", "../glsl/block_fragment.glsl");
GLuint block_shader_program = load_program("../glsl/block_vertex.glsl", "../glsl/block_fragment.glsl");
// Create variables to represent the position of the mouse pointer, and
// state of the mouse buttons.