Remove more dead code (#108)

This commit is contained in:
sfan5
2022-06-01 15:03:52 +02:00
committed by GitHub
parent 128cf1696c
commit aa095d9525
91 changed files with 8 additions and 14864 deletions

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