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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

@ -201,14 +201,6 @@ public:
//! driver, it would return "Direct3D8.1".
const char *getName() const override;
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
void setAmbientLight(const SColorf &color) override;
//! Get the global ambient light currently used by the driver
const SColorf &getAmbientLight() const override;
//! Adds an external image loader to the engine.
void addExternalImageLoader(IImageLoader *loader) override;
@ -559,19 +551,6 @@ public:
//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
bool needsTransparentRenderPass(const irr::video::SMaterial &material) const override;
//! Color conversion convenience function
/** Convert an image (as array of pixels) from source to destination
array, thereby converting the color format. The pixel size is
determined by the color formats.
\param sP Pointer to source
\param sF Color format of source
\param sN Number of pixels to convert, both array must be large enough
\param dP Pointer to destination
\param dF Color format of destination
*/
virtual void convertColor(const void *sP, ECOLOR_FORMAT sF, s32 sN,
void *dP, ECOLOR_FORMAT dF) const override;
protected:
//! deletes all textures
void deleteAllTextures();
@ -759,8 +738,6 @@ protected:
bool AllowZWriteOnTransparent;
bool FeatureEnabled[video::EVDF_COUNT];
SColorf AmbientLight;
};
} // end namespace video