From 4b30b4e7efb27049325550fe326ca3d1f987b2b3 Mon Sep 17 00:00:00 2001 From: jordan4ibanez Date: Wed, 29 Nov 2023 01:56:21 -0500 Subject: [PATCH] Remove any ref to md2 --- include/IAnimatedMesh.h | 4 +--- include/IMesh.h | 4 +--- include/ISceneManager.h | 13 ------------- include/irrlicht.h | 4 ++-- 4 files changed, 4 insertions(+), 21 deletions(-) diff --git a/include/IAnimatedMesh.h b/include/IAnimatedMesh.h index 228a4c15..f2945a59 100644 --- a/include/IAnimatedMesh.h +++ b/include/IAnimatedMesh.h @@ -57,9 +57,7 @@ namespace scene //! Returns the type of the animated mesh. /** In most cases it is not necessary to use this method. - This is useful for making a safe downcast. For example, - if getMeshType() returns EAMT_MD2 it's safe to cast the - IAnimatedMesh to IAnimatedMeshMD2. + This is useful for making a safe downcast. \returns Type of the mesh. */ E_ANIMATED_MESH_TYPE getMeshType() const override { diff --git a/include/IMesh.h b/include/IMesh.h index 67ee1b84..401226d2 100644 --- a/include/IMesh.h +++ b/include/IMesh.h @@ -82,9 +82,7 @@ namespace scene virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; //! Returns the type of the meshes. - /** This is useful for making a safe downcast. For example, - if getMeshType() returns EAMT_MD2 it's safe to cast the - IMesh to IAnimatedMeshMD2. + /** This is useful for making a safe downcast. Note: It's no longer just about animated meshes, that name has just historical reasons. \returns Type of the mesh */ virtual E_ANIMATED_MESH_TYPE getMeshType() const diff --git a/include/ISceneManager.h b/include/ISceneManager.h index 50869e38..2d77030d 100644 --- a/include/ISceneManager.h +++ b/include/ISceneManager.h @@ -281,19 +281,6 @@ namespace scene * feature. * * - * Quake 2 models (.md2) - * Quake 2 models are characters with morph target - * animation. Irrlicht can read, display and animate - * them directly with this importer. - * - * - * Quake 3 models (.md3) - * Quake 3 models are characters with morph target - * animation, they contain mount points for weapons and body - * parts and are typically made of several sections which are - * manually joined together. - * - * * Stanford Triangle (.ply) * Invented by Stanford University and known as the native * format of the infamous "Stanford Bunny" model, this is a diff --git a/include/irrlicht.h b/include/irrlicht.h index d7aba073..6dac664c 100644 --- a/include/irrlicht.h +++ b/include/irrlicht.h @@ -183,9 +183,9 @@ * * device->setWindowCaption(L"Hello World!"); * - * // load and show quake2 .md2 model + * // load and show b3d model * scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode( - * scenemgr->getMesh("quake2model.md2")); + * scenemgr->getMesh("quake2model.b3d")); * * // if everything worked, add a texture and disable lighting * if (node)