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Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
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50 changed files with 1568 additions and 1567 deletions
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@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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void guiScalingCache(io::path key, video::IVideoDriver *driver, video::IImage *value);
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// Manually clear the cache, e.g. when switching to different worlds.
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void guiScalingCacheClear(video::IVideoDriver *driver);
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void guiScalingCacheClear();
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/* Get a cached, high-quality pre-scaled texture for display purposes. If the
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* texture is not already cached, attempt to create it. Returns a pre-scaled texture,
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