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Delete deprecated video driver methods
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@ -153,31 +153,6 @@ namespace video
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SColor color,
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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 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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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) override;
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
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const core::rect<s32>* clip = 0) override;
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@ -192,9 +167,6 @@ namespace video
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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 single pixel
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void drawPixel(u32 x, u32 y, const SColor & color) override;
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//! Draws a 3d box
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void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) override;
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@ -212,20 +184,6 @@ namespace video
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//! \param color: New color of the ambient light.
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void setAmbientLight(const SColorf& color) 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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void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;
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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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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)) override;
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//! sets a viewport
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void setViewPort(const core::rect<s32>& area) override;
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