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Delete deprecated video driver methods
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@ -119,9 +119,6 @@ namespace video
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color = SColor(255,255,255,255)) override;
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[[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle,
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SColor color = SColor(255,255,255,255)) {}
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//! Draws a 3d axis aligned box.
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virtual void draw3DBox(const core::aabbox3d<f32>& box,
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SColor color = SColor(255,255,255,255)) override;
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@ -129,32 +126,6 @@ namespace video
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//! draws an 2d image
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void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture) override;
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//! draws a set of 2d images, using a color and the alpha
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/** channel of the texture if desired. The images are drawn
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beginning at pos and concatenated in one line. All drawings
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are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects
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and are chosen by the indices given.
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\param texture: Texture to be drawn.
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\param pos: Upper left 2d destination position where the image will be drawn.
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\param sourceRects: Source rectangles of the image.
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\param indices: List of indices which choose the actual rectangle used each time.
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\param kerningWidth: offset on position
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\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
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This pointer can be 0. Then the image is not clipped.
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\param color: Color with which the image is colored.
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Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
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used to draw the image. */
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[[deprecated]] virtual void draw2DImageBatch(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices,
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s32 kerningWidth = 0,
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const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false) {}
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//! Draws a set of 2d images, using a color and the alpha channel of the texture.
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/** All drawings are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects and are
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@ -196,21 +167,11 @@ namespace video
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0) override;
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//! Draws the outline of a 2d rectangle
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[[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {}
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255)) override;
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//! Draws a pixel
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[[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {}
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//! Draws a non filled concyclic reqular 2d polygon.
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[[deprecated]] virtual void draw2DPolygon(core::position2d<s32> center,
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f32 radius, video::SColor Color, s32 vertexCount) {}
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virtual void setFog(SColor color=SColor(0,255,255,255),
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E_FOG_TYPE fogType=EFT_FOG_LINEAR,
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f32 start=50.0f, f32 end=100.0f, f32 density=0.01f,
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@ -257,22 +218,6 @@ namespace video
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//! Adds an external image writer to the engine.
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void addExternalImageWriter(IImageWriter* writer) override;
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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[[deprecated]] virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
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bool zfail=true, u32 debugDataVisible=0) {}
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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[[deprecated]] virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0)) {}
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//! Removes a texture from the texture cache and deletes it, freeing lot of
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//! memory.
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void removeTexture(ITexture* texture) override;
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@ -605,10 +550,6 @@ namespace video
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virtual void convertColor(const void* sP, ECOLOR_FORMAT sF, s32 sN,
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void* dP, ECOLOR_FORMAT dF) const override;
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//! deprecated method
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virtual ITexture* createRenderTargetTexture(const core::dimension2d<u32>& size,
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const c8* name=0);
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bool checkDriverReset() override {return false;}
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protected:
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