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GL: fix and clean up some code

This commit is contained in:
sfan5 2024-11-28 10:39:07 +01:00
parent 36edc3f161
commit 1fb7202028
17 changed files with 54 additions and 177 deletions

View file

@ -55,9 +55,6 @@ enum E_SCENE_NODE_RENDER_PASS
//! Camera pass. The active view is set up here. The very first pass.
ESNRP_CAMERA = 1,
//! In this pass, lights are transformed into camera space and added to the driver
ESNRP_LIGHT = 2,
//! This is used for sky boxes.
ESNRP_SKY_BOX = 4,
@ -85,9 +82,6 @@ enum E_SCENE_NODE_RENDER_PASS
//! Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
ESNRP_TRANSPARENT_EFFECT = 32,
//! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
ESNRP_SHADOW = 64,
//! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
ESNRP_GUI = 128
@ -602,12 +596,6 @@ public:
for details. */
virtual ISkinnedMesh *createSkinnedMesh() = 0;
//! Sets ambient color of the scene
virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
//! Get ambient color of the scene
virtual const video::SColorf &getAmbientLight() const = 0;
//! Get current render pass.
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const = 0;