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authorKahrl <kahrl@gmx.net>2013-07-03 02:22:39 +0200
committerKahrl <kahrl@gmx.net>2013-07-03 03:24:28 +0200
commit8f1d5d34a6191346d7f8cb5e012053bcd19795c4 (patch)
tree05626dceb2ba4ce97ed79cb3f5d43c2dd5a12513 /src/mesh.h
parentb1ef850877278d2af0b35f792e34b39258cf875f (diff)
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Move generateTextureFromMesh to TextureSource to fix a texture leak
TextureSource has a list of textures to delete (m_texture_trash) so this provides a proper, non-hacky way to delete RTT textures. Also, the prior, hacky way of deleting them seems to be broken (see pull request #803). To avoid header file clutter by repeating the same long list of arguments over and over again, store the arguments of generateTextureFromMesh in a struct called TextureFromMeshParams. Also fix issue #782 (Only use bilinear (and others) on item textures when settings allow it).
Diffstat (limited to 'src/mesh.h')
-rw-r--r--src/mesh.h16
1 files changed, 0 insertions, 16 deletions
diff --git a/src/mesh.h b/src/mesh.h
index cf46e7f8f..a89bea385 100644
--- a/src/mesh.h
+++ b/src/mesh.h
@@ -69,20 +69,4 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
const video::SColor &colorY,
const video::SColor &colorZ);
-/*
- Render a mesh to a texture.
- Returns NULL if render-to-texture failed.
-*/
-video::ITexture *generateTextureFromMesh(scene::IMesh *mesh,
- IrrlichtDevice *device,
- core::dimension2d<u32> dim,
- std::string texture_name,
- v3f camera_position,
- v3f camera_lookat,
- core::CMatrix4<f32> camera_projection_matrix,
- video::SColorf ambient_light,
- v3f light_position,
- video::SColorf light_color,
- f32 light_radius);
-
#endif