mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-13 00:25:19 +02:00
GL: fix and clean up some code
This commit is contained in:
@@ -55,9 +55,6 @@ enum E_SCENE_NODE_RENDER_PASS
|
||||
//! Camera pass. The active view is set up here. The very first pass.
|
||||
ESNRP_CAMERA = 1,
|
||||
|
||||
//! In this pass, lights are transformed into camera space and added to the driver
|
||||
ESNRP_LIGHT = 2,
|
||||
|
||||
//! This is used for sky boxes.
|
||||
ESNRP_SKY_BOX = 4,
|
||||
|
||||
@@ -85,9 +82,6 @@ enum E_SCENE_NODE_RENDER_PASS
|
||||
//! Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
|
||||
ESNRP_TRANSPARENT_EFFECT = 32,
|
||||
|
||||
//! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
|
||||
ESNRP_SHADOW = 64,
|
||||
|
||||
//! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
|
||||
ESNRP_GUI = 128
|
||||
|
||||
@@ -602,12 +596,6 @@ public:
|
||||
for details. */
|
||||
virtual ISkinnedMesh *createSkinnedMesh() = 0;
|
||||
|
||||
//! Sets ambient color of the scene
|
||||
virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
|
||||
|
||||
//! Get ambient color of the scene
|
||||
virtual const video::SColorf &getAmbientLight() const = 0;
|
||||
|
||||
//! Get current render pass.
|
||||
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const = 0;
|
||||
|
||||
|
Reference in New Issue
Block a user