mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-02 00:00:26 +02:00
Remove leftovers from D3D
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@ -40,7 +40,6 @@ namespace irr
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Doublebuffer(true),
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IgnoreInput(false),
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Stereobuffer(false),
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HighPrecisionFPU(false),
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EventReceiver(0),
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WindowId(0),
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#ifdef _DEBUG
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@ -48,8 +47,6 @@ namespace irr
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#else
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LoggingLevel(ELL_INFORMATION),
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#endif
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DisplayAdapter(0),
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DriverMultithreaded(false),
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SDK_version_do_not_use(IRRLICHT_SDK_VERSION),
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PrivateData(0),
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#ifdef IRR_MOBILE_PATHS
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@ -83,12 +80,9 @@ namespace irr
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Doublebuffer = other.Doublebuffer;
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IgnoreInput = other.IgnoreInput;
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Stereobuffer = other.Stereobuffer;
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HighPrecisionFPU = other.HighPrecisionFPU;
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EventReceiver = other.EventReceiver;
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WindowId = other.WindowId;
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LoggingLevel = other.LoggingLevel;
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DisplayAdapter = other.DisplayAdapter;
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DriverMultithreaded = other.DriverMultithreaded;
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PrivateData = other.PrivateData;
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OGLES2ShaderPath = other.OGLES2ShaderPath;
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return *this;
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@ -106,9 +100,6 @@ namespace irr
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E_DEVICE_TYPE DeviceType;
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//! Type of video driver used to render graphics.
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/** This can currently be video::EDT_NULL, video::EDT_SOFTWARE,
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video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D9, and video::EDT_OPENGL.
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Default: EDT_BURNINGSVIDEO. */
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video::E_DRIVER_TYPE DriverType;
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//! Size of the window or the video mode in fullscreen mode. Default: 800x600
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@ -217,15 +208,6 @@ namespace irr
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Default value: false */
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bool Stereobuffer;
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//! Specifies if the device should use high precision FPU setting
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/** This is only relevant for DirectX Devices, which switch to
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low FPU precision by default for performance reasons. However,
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this may lead to problems with the other computations of the
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application. In this case setting this flag to true should help
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- on the expense of performance loss, though.
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Default value: false */
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bool HighPrecisionFPU;
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//! A user created event receiver.
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IEventReceiver* EventReceiver;
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@ -290,16 +272,6 @@ namespace irr
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*/
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ELOG_LEVEL LoggingLevel;
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//! Allows to select which graphic card is used for rendering when more than one card is in the system.
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/** So far only supported on D3D */
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u32 DisplayAdapter;
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//! Create the driver multithreaded.
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/** Default is false. Enabling this can slow down your application.
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Note that this does _not_ make Irrlicht threadsafe, but only the underlying driver-API for the graphiccard.
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So far only supported on D3D. */
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bool DriverMultithreaded;
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//! Don't use or change this parameter.
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/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
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This is needed for sdk version checks. */
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