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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-09 03:25:28 +01:00

Irrlicht: remove some dead code

This commit is contained in:
sfan5
2025-11-03 14:43:52 +01:00
parent 2368126d0a
commit 8042b5512f
22 changed files with 9 additions and 452 deletions

View File

@@ -379,32 +379,6 @@ public:
/** This is glBlitFramebuffer in OpenGL. */
virtual void blitRenderTarget(IRenderTarget *from, IRenderTarget *to) = 0;
//! Sets a boolean alpha channel on the texture based on a color key.
/** This makes the texture fully transparent at the texels where
this color key can be found when using for example draw2DImage
with useAlphachannel==true. The alpha of other texels is not modified.
\param texture Texture whose alpha channel is modified.
\param color Color key color. Every texel with this color will
become fully transparent as described above. Please note that the
colors of a texture may be converted when loading it, so the
color values may not be exactly the same in the engine and for
example in picture edit programs. To avoid this problem, you
could use the makeColorKeyTexture method, which takes the
position of a pixel instead a color value. */
virtual void makeColorKeyTexture(video::ITexture *texture,
video::SColor color) const = 0;
//! Sets a boolean alpha channel on the texture based on the color at a position.
/** This makes the texture fully transparent at the texels where
the color key can be found when using for example draw2DImage
with useAlphachannel==true. The alpha of other texels is not modified.
\param texture Texture whose alpha channel is modified.
\param colorKeyPixelPos Position of a pixel with the color key
color. Every texel with this color will become fully transparent as
described above. */
virtual void makeColorKeyTexture(video::ITexture *texture,
core::position2d<s32> colorKeyPixelPos) const = 0;
//! Set a render target.
/** This will only work if the driver supports the
EVDF_RENDER_TO_TARGET feature, which can be queried with
@@ -812,10 +786,6 @@ public:
f32 &start, f32 &end, f32 &density,
bool &pixelFog, bool &rangeFog) = 0;
//! Get the current color format of the color buffer
/** \return Color format of the color buffer. */
virtual ECOLOR_FORMAT getColorFormat() const = 0;
//! Get the size of the screen or render window.
/** \return Size of screen or render window. */
virtual const core::dimension2d<u32> &getScreenSize() const = 0;
@@ -827,14 +797,6 @@ public:
\return Size of render target or screen/window */
virtual const core::dimension2d<u32> &getCurrentRenderTargetSize() const = 0;
//! Returns current frames per second value.
/** This value is updated approximately every 1.5 seconds and
is only intended to provide a rough guide to the average frame
rate. It is not suitable for use in performing timing
calculations or framerate independent movement.
\return Approximate amount of frames per second drawn. */
virtual s32 getFPS() const = 0;
//! Return some statistics about the last frame
virtual SFrameStats getFrameStats() const = 0;
@@ -1006,26 +968,6 @@ public:
/** \return Amount of currently available material renderers. */
virtual u32 getMaterialRendererCount() const = 0;
//! Get name of a material renderer
/** This string can, e.g., be used to test if a specific
renderer already has been registered/created, or use this
string to store data about materials: This returned name will
be also used when serializing materials.
\param idx Id of the material renderer. Can be a value of the
E_MATERIAL_TYPE enum or a value which was returned by
addMaterialRenderer().
\return String with the name of the renderer, or 0 if not
existing */
virtual const c8 *getMaterialRendererName(u32 idx) const = 0;
//! Sets the name of a material renderer.
/** Will have no effect on built-in material renderers.
\param idx: Id of the material renderer. Can be a value of the
E_MATERIAL_TYPE enum or a value which was returned by
addMaterialRenderer().
\param name: New name of the material renderer. */
virtual void setMaterialRendererName(u32 idx, const c8 *name) = 0;
//! Swap the material renderers used for certain id's
/** Swap the IMaterialRenderers responsible for rendering specific
material-id's. This means every SMaterial using a MaterialType