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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

@ -26,6 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
namespace irr { namespace scene {
class IMesh;
}}
class ITextureSource;
class Camera;
class Client;
@ -58,6 +61,8 @@ public:
static bool print_video_modes();
void cleanupMeshCache();
void removeMesh(const irr::scene::IMesh* mesh);
static RenderingEngine *get_instance() { return s_singleton; }
io::IFileSystem *get_filesystem()
@ -71,12 +76,6 @@ public:
return s_singleton->m_device->getVideoDriver();
}
static scene::IMeshCache *get_mesh_cache()
{
sanity_check(s_singleton && s_singleton->m_device);
return s_singleton->m_device->getSceneManager()->getMeshCache();
}
static scene::ISceneManager *get_scene_manager()
{
sanity_check(s_singleton && s_singleton->m_device);