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solv:: removed ILP for simplicity and better performance
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@@ -290,7 +290,6 @@ void display_data::set_projection(int ed) {
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}
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glUniformMatrix4fv(glhr::current->uILP, 1, 0, glhr::tmtogl_transpose(solv::ilocal_perspective).as_array());
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glUniform1i(glhr::current->tInvExpTable, glhr::INVERSE_EXP_BINDING);
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glActiveTexture(GL_TEXTURE0 + glhr::INVERSE_EXP_BINDING);
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glBindTexture(GL_TEXTURE_3D, invexpid);
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