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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/nodedef.cpp | |
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/nodedef.cpp')
-rw-r--r-- | src/nodedef.cpp | 7 |
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(); |