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Remove unused attribute saving and loading (#86)
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@ -25,7 +25,6 @@ namespace irr
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namespace io
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{
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class IAttributes;
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struct SAttributeReadWriteOptions;
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class IReadFile;
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class IWriteFile;
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} // end namespace io
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@ -1341,28 +1340,6 @@ namespace video
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When false the names will stay at the original index */
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virtual void swapMaterialRenderers(u32 idx1, u32 idx2, bool swapNames=true) = 0;
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//! Creates material attributes list from a material
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/** This method is useful for serialization and more.
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Please note that the video driver will use the material
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renderer names from getMaterialRendererName() to write out the
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material type name, so they should be set before.
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\param material The material to serialize.
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\param options Additional options which might influence the
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serialization.
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\return The io::IAttributes container holding the material
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properties. */
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virtual io::IAttributes* createAttributesFromMaterial(const video::SMaterial& material,
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io::SAttributeReadWriteOptions* options=0) =0;
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//! Fills an SMaterial structure from attributes.
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/** Please note that for setting material types of the
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material, the video driver will need to query the material
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renderers for their names, so all non built-in materials must
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have been created before calling this method.
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\param outMaterial The material to set the properties for.
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\param attributes The attributes to read from. */
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virtual void fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attributes) =0;
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//! Returns driver and operating system specific data about the IVideoDriver.
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/** This method should only be used if the engine should be
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extended without having to modify the source of the engine.
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