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Removed IrrlichtWrapper

This commit is contained in:
Perttu Ahola 2011-04-22 09:54:05 +03:00
parent 983bf6677d
commit b36e5c0508
13 changed files with 18 additions and 770 deletions

View file

@ -136,6 +136,9 @@ Game content:
- The player would have some of that stuff at the beginning, and
would need new supplies of it when it runs out
- A bomb
- A spread-items-on-map routine for the bomb, and for dying players
Documentation:
--------------
@ -175,14 +178,14 @@ SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
SUGG: Option for enabling proper alpha channel for textures
TODO: Make all water not backside culled
Configuration:
--------------
Client:
-------
TODO: Remove IrrlichtWrapper
TODO: Untie client network operations from framerate
- Needs some input queues or something
- This won't give much performance boost because calculating block
@ -195,6 +198,10 @@ TODO: Don't update all meshes always on single node changes, but
- implement Map::updateNodeMeshes() and the usage of it
- It will give almost always a 4x boost in mesh update performance.
- A weapon engine
- Tool/weapon visualization
Server:
-------
@ -209,9 +216,6 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
* Make a small history check to transformLiquids to detect and log
continuous oscillations, in such detail that they can be fixed.
FIXME: If something is removed from craftresult with a right click,
it is only possible to get one item from it should give 4
Objects:
--------
@ -241,17 +245,18 @@ SUGG: Erosion simulation at map generation time
- Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom
SUGG: Try out the notch way of generating maps, that is, make bunches
of low-res 3d noise and interpolate linearly.
Mapgen v2:
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Possibly add some kind of erosion and other stuff
* Better water generation (spread it to underwater caverns but don't
fill dungeons that don't touch big water masses)
* When generating a chunk and the neighboring chunk doesn't have mud
and stuff yet and the ground is fairly flat, the mud will flow to
the other chunk making nasty straight walls when the other chunk
is generated. Fix it.
is generated. Fix it. Maybe just a special case if the ground is
flat?
Misc. stuff:
------------
@ -321,7 +326,6 @@ Making it more portable:
#include "constants.h"
//#include "strfnd.h"
#include "porting.h"
#include "irrlichtwrapper.h"
#include "gettime.h"
#include "porting.h"
#include "guiPauseMenu.h"
@ -337,9 +341,6 @@ Making it more portable:
#include "tile.h"
#include "guiFurnaceMenu.h"
// TODO: Remove this
IrrlichtWrapper *g_irrlicht = NULL;
// This makes textures
ITextureSource *g_texturesource = NULL;
@ -495,9 +496,9 @@ u32 getTimeMs()
Use irrlicht because it is more precise than porting.h's
getTimeMs()
*/
if(g_irrlicht == NULL)
if(g_device == NULL)
return 0;
return g_irrlicht->getTime();
return g_device->getTimer()->getRealTime();
}
/*
@ -2049,7 +2050,6 @@ int main(int argc, char *argv[])
return 1; // could not create selected driver.
g_device = device;
g_irrlicht = new IrrlichtWrapper(device);
TextureSource *texturesource = new TextureSource(device);
g_texturesource = texturesource;
@ -2217,9 +2217,6 @@ int main(int argc, char *argv[])
while(g_device->run() && kill == false)
{
// Run global IrrlichtWrapper's main thread processing stuff
g_irrlicht->Run();
if(menu->getStatus() == true)
break;
@ -2284,9 +2281,6 @@ int main(int argc, char *argv[])
*/
{
// This is set to true at the end of the scope
g_irrlicht->Shutdown(false);
/*
Draw "Loading" screen
*/
@ -2484,11 +2478,6 @@ int main(int argc, char *argv[])
break;
}
/*
Run global IrrlichtWrapper's main thread processing stuff
*/
g_irrlicht->Run();
/*
Process TextureSource's queue
*/
@ -3550,22 +3539,8 @@ int main(int argc, char *argv[])
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
/*}
else
device->yield();*/
}
//delete quick_inventory;
/*
Disable texture fetches and other stuff that is queued
to be processed by the main loop.
This has to be done before client goes out of scope.
*/
g_irrlicht->Shutdown(true);
} // client and server are deleted at this point
} //try