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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
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@@ -36,9 +36,7 @@ extern irr::scene::ISceneManager *g_menucloudsmgr;
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class Clouds : public scene::ISceneNode
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{
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public:
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Clouds(
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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Clouds(scene::ISceneManager* mgr,
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s32 id,
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u32 seed,
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s16 cloudheight=0
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