@@ -800,7 +800,6 @@ void Device::resolution(u16 &width, u16 &height)
void Device::render(World &world, UnitId camera_unit)
{
- const bgfx::Caps *caps = bgfx::getCaps();
CameraInstance camera = world.camera_instance(camera_unit);
const f32 aspect_ratio = (_boot_config.aspect_ratio == -1.0f
@@ -816,7 +816,6 @@ void RenderWorld::render(const Matrix4x4 &view, const Matrix4x4 &proj, UnitId sk
, LOCAL_LIGHTS_MAX_SHADOW_CASTERS
);
const u32 tile_cols = _pipeline->_render_settings.local_lights_shadow_map_size.x / tile_size;
- const u32 max_tiles = tile_cols * tile_cols;
u32 num_tiles = 0;
u32 cur_tile;