Remove any ref to md2

This commit is contained in:
jordan4ibanez 2023-11-29 01:56:21 -05:00
parent 8af4128464
commit 4b30b4e7ef
4 changed files with 4 additions and 21 deletions

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@ -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
{

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@ -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

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@ -281,19 +281,6 @@ namespace scene
* feature. </TD>
* </TR>
* <TR>
* <TD>Quake 2 models (.md2)</TD>
* <TD>Quake 2 models are characters with morph target
* animation. Irrlicht can read, display and animate
* them directly with this importer. </TD>
* </TR>
* <TR>
* <TD>Quake 3 models (.md3)</TD>
* <TD>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.</TD>
* </TR>
* <TR>
* <TD>Stanford Triangle (.ply)</TD>
* <TD>Invented by Stanford University and known as the native
* format of the infamous "Stanford Bunny" model, this is a

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@ -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)