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author | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-06-26 20:11:17 +0200 |
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committer | GitHub <noreply@github.com> | 2017-06-26 20:11:17 +0200 |
commit | b3a36f7378ea0f299cfa36c81de42e00adb7292d (patch) | |
tree | 23d056b575ff0dba8cc759cc00f732099a1f3bce /src/mapblock_mesh.h | |
parent | a8650e785df3f12efa5f8cd3c6a695fb9e22a598 (diff) | |
download | minetest-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/mapblock_mesh.h')
-rw-r--r-- | src/mapblock_mesh.h | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index 8aeccff25..e2a66fbb9 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -42,7 +42,6 @@ struct MeshMakeData v3s16 m_blockpos = v3s16(-1337,-1337,-1337); v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337); bool m_smooth_lighting = false; - bool m_show_hud = false; Client *m_client; bool m_use_shaders; @@ -138,8 +137,6 @@ public: private: scene::IMesh *m_mesh[MAX_TILE_LAYERS]; MinimapMapblock *m_minimap_mapblock; - Client *m_client; - video::IVideoDriver *m_driver; ITextureSource *m_tsrc; IShaderSource *m_shdrsrc; |