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Remove dead code behind Irrlicht version checks
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2dafce6206
commit
3bafbaac49
11 changed files with 14 additions and 133 deletions
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@ -1008,10 +1008,6 @@ private:
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// this happens in pause menu in singleplayer
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bool m_is_paused = false;
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#if IRRLICHT_VERSION_MT_REVISION < 5
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int m_reset_HW_buffer_counter = 0;
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#endif
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#ifdef HAVE_TOUCHSCREENGUI
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bool m_cache_hold_aux1;
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bool m_touch_use_crosshair;
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@ -4153,29 +4149,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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==================== End scene ====================
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*/
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#if IRRLICHT_VERSION_MT_REVISION < 5
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if (++m_reset_HW_buffer_counter > 500) {
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/*
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Periodically remove all mesh HW buffers.
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Work around for a quirk in Irrlicht where a HW buffer is only
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released after 20000 iterations (triggered from endScene()).
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Without this, all loaded but unused meshes will retain their HW
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buffers for at least 5 minutes, at which point looking up the HW buffers
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becomes a bottleneck and the framerate drops (as much as 30%).
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Tests showed that numbers between 50 and 1000 are good, so picked 500.
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There are no other public Irrlicht APIs that allow interacting with the
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HW buffers without tracking the status of every individual mesh.
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The HW buffers for _visible_ meshes will be reinitialized in the next frame.
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*/
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infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
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driver->removeAllHardwareBuffers();
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m_reset_HW_buffer_counter = 0;
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}
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#endif
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driver->endScene();
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@ -1395,14 +1395,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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MapBlockMesh::~MapBlockMesh()
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{
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for (scene::IMesh *m : m_mesh) {
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#if IRRLICHT_VERSION_MT_REVISION < 5
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if (m_enable_vbo) {
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for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
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scene::IMeshBuffer *buf = m->getMeshBuffer(i);
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RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
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}
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}
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#endif
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m->drop();
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}
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for (MinimapMapblock *block : m_minimap_mapblocks)
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@ -39,13 +39,8 @@ static video::SMaterial baseMaterial()
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{
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video::SMaterial mat;
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mat.Lighting = false;
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#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
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mat.ZBuffer = video::ECFN_DISABLED;
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mat.ZWriteEnable = video::EZW_OFF;
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#else
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mat.ZWriteEnable = false;
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mat.ZBuffer = video::ECFN_NEVER;
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#endif
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mat.AntiAliasing = 0;
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mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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