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Remove more dead code (#108)
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@ -602,32 +602,6 @@ namespace scene
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pass currently is active they can render the correct part of their geometry. */
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virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
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//! Get the default scene node factory which can create all built in scene nodes
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/** \return Pointer to the default scene node factory
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNodeFactory* getDefaultSceneNodeFactory() = 0;
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//! Adds a scene node factory to the scene manager.
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/** Use this to extend the scene manager with new scene node types which it should be
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able to create automatically, for example when loading data from xml files. */
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virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) = 0;
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//! Get amount of registered scene node factories.
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virtual u32 getRegisteredSceneNodeFactoryCount() const = 0;
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//! Get a scene node factory by index
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/** \return Pointer to the requested scene node factory, or 0 if it does not exist.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) = 0;
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//! Get typename from a scene node type or null if not found
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virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) = 0;
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//! Adds a scene node to the scene by name
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/** \return Pointer to the scene node added by a factory
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) = 0;
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//! Creates a new scene manager.
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/** This can be used to easily draw and/or store two
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independent scenes at the same time. The mesh cache will be
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