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Remove dead code behind Irrlicht version checks

This commit is contained in:
sfan5 2023-02-18 00:29:34 +01:00
parent 2dafce6206
commit 3bafbaac49
11 changed files with 14 additions and 133 deletions

View file

@ -1008,10 +1008,6 @@ private:
// this happens in pause menu in singleplayer
bool m_is_paused = false;
#if IRRLICHT_VERSION_MT_REVISION < 5
int m_reset_HW_buffer_counter = 0;
#endif
#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
bool m_touch_use_crosshair;
@ -4153,29 +4149,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
/*
==================== End scene ====================
*/
#if IRRLICHT_VERSION_MT_REVISION < 5
if (++m_reset_HW_buffer_counter > 500) {
/*
Periodically remove all mesh HW buffers.
Work around for a quirk in Irrlicht where a HW buffer is only
released after 20000 iterations (triggered from endScene()).
Without this, all loaded but unused meshes will retain their HW
buffers for at least 5 minutes, at which point looking up the HW buffers
becomes a bottleneck and the framerate drops (as much as 30%).
Tests showed that numbers between 50 and 1000 are good, so picked 500.
There are no other public Irrlicht APIs that allow interacting with the
HW buffers without tracking the status of every individual mesh.
The HW buffers for _visible_ meshes will be reinitialized in the next frame.
*/
infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
driver->removeAllHardwareBuffers();
m_reset_HW_buffer_counter = 0;
}
#endif
driver->endScene();