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Drop old shader material functions
I'm not sure what these actually are, but the situation is the same as the last commit.
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@ -464,30 +464,6 @@ namespace video
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//! Returns pointer to the IGPUProgrammingServices interface.
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IGPUProgrammingServices* getGPUProgrammingServices() override;
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
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const c8* pixelShaderProgram = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram = 0,
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io::IReadFile* pixelShaderProgram = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
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const io::path& pixelShaderProgramFileName,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0) override;
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//! Returns pointer to material renderer or null
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IMaterialRenderer* getMaterialRenderer(u32 idx) const override;
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@ -497,8 +473,7 @@ namespace video
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//! Returns name of the material renderer
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const char* getMaterialRendererName(u32 idx) const override;
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//! Adds a new material renderer to the VideoDriver, based on a high level shading
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//! language. Currently only HLSL in D3D9 is supported.
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//! Adds a new material renderer to the VideoDriver, based on a high level shading language.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = 0,
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@ -516,8 +491,6 @@ namespace video
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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virtual s32 addHighLevelShaderMaterialFromFiles(
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const io::path& vertexShaderProgramFile,
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const c8* vertexShaderEntryPointName = "main",
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@ -535,8 +508,6 @@ namespace video
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) override;
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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virtual s32 addHighLevelShaderMaterialFromFiles(
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io::IReadFile* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = "main",
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