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refacto: hide mesh_cache inside the rendering engine

This permit cleaner access to meshCache and ensure we don't access to it from all the code
This commit is contained in:
Loic Blot 2021-04-28 11:07:28 +02:00 committed by Loïc Blot
parent e0716384d6
commit 74125a74d3
4 changed files with 13 additions and 32 deletions

View file

@ -652,8 +652,6 @@ public:
protected:
void extendedResourceCleanup();
// Basic initialisation
bool init(const std::string &map_dir, const std::string &address,
u16 port, const SubgameSpec &gamespec);
@ -968,7 +966,7 @@ Game::~Game()
delete itemdef_manager;
delete draw_control;
extendedResourceCleanup();
clearTextureNameCache();
g_settings->deregisterChangedCallback("doubletap_jump",
&settingChangedCallback, this);
@ -4063,27 +4061,6 @@ void Game::readSettings()
****************************************************************************/
/****************************************************************************/
void Game::extendedResourceCleanup()
{
// Extended resource accounting
infostream << "Irrlicht resources after cleanup:" << std::endl;
infostream << "\tRemaining meshes : "
<< RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
infostream << "\tRemaining textures : "
<< driver->getTextureCount() << std::endl;
for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
irr::video::ITexture *texture = driver->getTextureByIndex(i);
infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
<< std::endl;
}
clearTextureNameCache();
infostream << "\tRemaining materials: "
<< driver-> getMaterialRendererCount()
<< " (note: irrlicht doesn't support removing renderers)" << std::endl;
}
void Game::showDeathFormspec()
{
static std::string formspec_str =