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Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
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@ -35,17 +35,17 @@ public:
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virtual ~COpenGLShaderMaterialRenderer();
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_;
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bool resetAllRenderstates, IMaterialRendererServices* services) override;
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_;
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bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_;
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void OnUnsetMaterial() override;
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//! Returns if the material is transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_;
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bool isTransparent() const override;
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//! Access the callback provided by the users when creating shader materials
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virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const _IRR_OVERRIDE_
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IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
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{
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return CallBack;
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}
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