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authorPerttu Ahola <celeron55@gmail.com>2011-11-27 11:52:49 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-11-29 19:13:55 +0200
commit4ce6e5f0c51d9fe96ee13c55dcb0e015e9122f1c (patch)
tree3d7aa7138024f89c04e920aea8e03af9ce87ea8c /data/mods/default/textures/chest_top.png
parenta8a82e0b21230e876d428a8ed9b8404cfd5d30a5 (diff)
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Optimize lighting by a tiny bit
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MEDEF_HEADER #define GAMEDEF_HEADER #include <string> #include "irrlichttypes.h" class IItemDefManager; class INodeDefManager; class ICraftDefManager; class ITextureSource; class ISoundManager; class IShaderSource; class MtEventManager; class IRollbackManager; class EmergeManager; class Camera; namespace irr { namespace scene { class IAnimatedMesh; class ISceneManager; }} /* An interface for fetching game-global definitions like tool and mapnode properties */ class IGameDef { public: // These are thread-safe IF they are not edited while running threads. // Thus, first they are set up and then they are only read. virtual IItemDefManager* getItemDefManager()=0; virtual INodeDefManager* getNodeDefManager()=0; virtual ICraftDefManager* getCraftDefManager()=0; // This is always thread-safe, but referencing the irrlicht texture // pointers in other threads than main thread will make things explode. virtual ITextureSource* getTextureSource()=0; virtual IShaderSource* getShaderSource()=0; // Used for keeping track of names/ids of unknown nodes virtual u16 allocateUnknownNodeId(const std::string &name)=0; // Only usable on the client virtual ISoundManager* getSoundManager()=0; virtual MtEventManager* getEventManager()=0; virtual scene::IAnimatedMesh* getMesh(const std::string &filename) { return NULL; } virtual scene::ISceneManager* getSceneManager()=0; virtual Camera* getCamera() { return NULL; } virtual void setCamera(Camera *camera) {}