Remove IMaterialRendererServices::setBasicRenderStates

Wasn't ever used by anything and not that well defined anyway.
So they all just passed it on to the drivers. And then sometimes the driver version was called and sometimes the IMaterialRendererServices version. So now everything just calls the driver - all places which need it have access to the driver anyway. Also made the driver version non-virtual for now. If someone actually really needs this for some reason I can add it back as virtual function directly in IVideoDriver. But I doubt it - the interface was hardly accessible until recently and originally only meant for internal stuff.
GLES version still to do, but checked them earlier and they also just do nothing with it.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6486 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2023-05-05 18:47:22 +00:00
parent 3683a2f8ee
commit c57da57edc
13 changed files with 21 additions and 59 deletions

View File

@ -299,7 +299,7 @@ void IBurningShader::OnSetMaterial(const SMaterial& material, const SMaterial& l
{
if (Driver)
Driver->setFallback_Material(BaseMaterial, VertexShaderProgram_buildin);
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (CallBack)
CallBack->OnSetMaterial(material);
@ -331,13 +331,6 @@ IShaderConstantSetCallBack* IBurningShader::getShaderConstantSetCallBack() const
return CallBack;
}
// implementations for the render services
void IBurningShader::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates)
{
// forward
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
static BurningUniform _empty = { "null",BL_VERTEX_FLOAT,{0.f,0.f,0.f,0.f} };
const f32* IBurningShader::getUniform(const c8* name, EBurningUniformFlags flags) const
{