Remove unused attribute saving and loading (#86)

This commit is contained in:
ROllerozxa
2021-12-29 23:00:56 +01:00
committed by GitHub
parent dd09fdcb4e
commit 52e03a8485
72 changed files with 21 additions and 6512 deletions

View File

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