summaryrefslogtreecommitdiff
path: root/src/nodedef.cpp
diff options
context:
space:
mode:
authorLoïc Blot <nerzhul@users.noreply.github.com>2017-06-26 20:11:17 +0200
committerGitHub <noreply@github.com>2017-06-26 20:11:17 +0200
commitb3a36f7378ea0f299cfa36c81de42e00adb7292d (patch)
tree23d056b575ff0dba8cc759cc00f732099a1f3bce /src/nodedef.cpp
parenta8650e785df3f12efa5f8cd3c6a695fb9e22a598 (diff)
downloadminetest-b3a36f7378ea0f299cfa36c81de42e00adb7292d.tar.gz
minetest-b3a36f7378ea0f299cfa36c81de42e00adb7292d.tar.bz2
minetest-b3a36f7378ea0f299cfa36c81de42e00adb7292d.zip
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
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r--src/nodedef.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 1b6c28cf6..110393d63 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -21,9 +21,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "itemdef.h"
#ifndef SERVER
-#include "client/tile.h"
#include "mesh.h"
#include "client.h"
+#include "client/renderingengine.h"
+#include "client/tile.h"
#include <IMeshManipulator.h>
#endif
#include "log.h"
@@ -1427,8 +1428,8 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
Client *client = (Client *)gamedef;
ITextureSource *tsrc = client->tsrc();
IShaderSource *shdsrc = client->getShaderSource();
- scene::ISceneManager* smgr = client->getSceneManager();
- scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
+ scene::IMeshManipulator *meshmanip =
+ RenderingEngine::get_scene_manager()->getMeshManipulator();
TextureSettings tsettings;
tsettings.readSettings();