1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Purge some dead code (mostly Irrlicht) (#16111)

* Remove obsolete Irrlicht attributes system

* Remove dead GUI element types

* Remove some obsolete Irrlicht headers

* Fix some oopsies from d96f5e1
This commit is contained in:
Lars Müller 2025-05-04 16:31:44 +02:00 committed by GitHub
parent 377fa5bb14
commit f4285a59ac
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
39 changed files with 24 additions and 831 deletions

View file

@ -42,7 +42,7 @@ CSceneManager::CSceneManager(video::IVideoDriver *driver,
ISceneNode(0, 0),
Driver(driver),
CursorControl(cursorControl),
ActiveCamera(0), Parameters(0),
ActiveCamera(0),
MeshCache(cache), CurrentRenderPass(ESNRP_NONE)
{
// root node's scene manager
@ -60,9 +60,6 @@ CSceneManager::CSceneManager(video::IVideoDriver *driver,
else
MeshCache->grab();
// set scene parameters
Parameters = new io::CAttributes();
// create collision manager
CollisionManager = new CSceneCollisionManager(this, Driver);
@ -105,9 +102,6 @@ CSceneManager::~CSceneManager()
if (MeshCache)
MeshCache->drop();
if (Parameters)
Parameters->drop();
// remove all nodes before dropping the driver
// as render targets may be destroyed twice
@ -472,8 +466,7 @@ void CSceneManager::drawAll()
Driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
for (u32 i = video::ETS_COUNT - 1; i >= video::ETS_TEXTURE_0; --i)
Driver->setTransform((video::E_TRANSFORMATION_STATE)i, core::IdentityMatrix);
// TODO: This should not use an attribute here but a real parameter when necessary (too slow!)
Driver->setAllowZWriteOnTransparent(Parameters->getAttributeAsBool(ALLOW_ZWRITE_ON_TRANSPARENT));
Driver->setAllowZWriteOnTransparent(true);
// do animations and other stuff.
OnAnimate(os::Timer::getTime());
@ -743,12 +736,6 @@ void CSceneManager::clear()
removeAll();
}
//! Returns interface to the parameters set in this scene.
io::IAttributes *CSceneManager::getParameters()
{
return Parameters;
}
//! Returns current render pass.
E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
{