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refactor: complete OpenGL→Vulkan migration (Phase 7)
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Remove all OpenGL/GLEW code and dependencies. The Vulkan renderer has been the sole active backend for months; these files were dead code. Deleted (8 files, 641 lines): - rendering/mesh.cpp+hpp: OpenGL VAO/VBO/EBO wrapper (never instantiated) - rendering/shader.cpp+hpp: OpenGL GLSL compiler (replaced by VkShaderModule) - rendering/scene.cpp+hpp: Scene graph holding Mesh objects (created but never populated — all rendering uses Vulkan sub-renderers directly) - rendering/video_player.cpp+hpp: FFmpeg+GL texture uploader (never included by any other file — login video feature can be re-implemented with VkTexture when needed) Cleaned up: - renderer.hpp: remove Scene forward-decl, getScene() accessor, scene member - renderer.cpp: remove scene.hpp/shader.hpp includes, Scene create/destroy - application.cpp: remove stale "GL/glew.h removed" comment - CMakeLists.txt: remove find_package(OpenGL/GLEW), source/header entries, and target_link_libraries for OpenGL::GL and GLEW::GLEW - PKGBUILD: remove glew dependency - BUILD_INSTRUCTIONS.md: remove glew from all platform install commands
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14 changed files with 4 additions and 680 deletions
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@ -1,7 +1,6 @@
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#include "rendering/renderer.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/camera_controller.hpp"
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#include "rendering/scene.hpp"
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#include "rendering/terrain_renderer.hpp"
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#include "rendering/terrain_manager.hpp"
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#include "rendering/performance_hud.hpp"
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@ -26,7 +25,6 @@
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#include "rendering/minimap.hpp"
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#include "rendering/world_map.hpp"
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#include "rendering/quest_marker_renderer.hpp"
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#include "rendering/shader.hpp"
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#include "game/game_handler.hpp"
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#include "pipeline/m2_loader.hpp"
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#include <algorithm>
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@ -673,9 +671,6 @@ bool Renderer::initialize(core::Window* win) {
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cameraController->setUseWoWSpeed(true); // Use realistic WoW movement speed
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cameraController->setMouseSensitivity(0.15f);
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// Create scene
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scene = std::make_unique<Scene>();
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// Create performance HUD
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performanceHUD = std::make_unique<PerformanceHUD>();
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performanceHUD->setPosition(PerformanceHUD::Position::TOP_LEFT);
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@ -877,7 +872,6 @@ void Renderer::shutdown() {
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zoneManager.reset();
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performanceHUD.reset();
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scene.reset();
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cameraController.reset();
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camera.reset();
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