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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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@ -42,7 +42,6 @@ struct MeshMakeData
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v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
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v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
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bool m_smooth_lighting = false;
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bool m_show_hud = false;
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Client *m_client;
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bool m_use_shaders;
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@ -138,8 +137,6 @@ public:
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private:
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scene::IMesh *m_mesh[MAX_TILE_LAYERS];
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MinimapMapblock *m_minimap_mapblock;
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Client *m_client;
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video::IVideoDriver *m_driver;
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ITextureSource *m_tsrc;
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IShaderSource *m_shdrsrc;
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