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authorhecks <42101236+hecktest@users.noreply.github.com>2021-07-23 16:23:44 +0200
committerGitHub <noreply@github.com>2021-07-23 16:23:44 +0200
commit4ab3de3bab13c18bc0eed6bac565be3b80ebac10 (patch)
tree54274982be545669f28b2849f5f94aa1c37f39af /source/Irrlicht/CSceneManager.h
parentdc2246dae75dda77d5a9be7f810930b5dd9b1ed8 (diff)
downloadirrlicht-4ab3de3bab13c18bc0eed6bac565be3b80ebac10.tar.xz
Delete lots of unused features (#48)
Diffstat (limited to 'source/Irrlicht/CSceneManager.h')
-rw-r--r--source/Irrlicht/CSceneManager.h298
1 files changed, 0 insertions, 298 deletions
diff --git a/source/Irrlicht/CSceneManager.h b/source/Irrlicht/CSceneManager.h
index 516fd72..882a704 100644
--- a/source/Irrlicht/CSceneManager.h
+++ b/source/Irrlicht/CSceneManager.h
@@ -12,7 +12,6 @@
#include "irrArray.h"
#include "IMeshLoader.h"
#include "CAttributes.h"
-#include "ILightManager.h"
namespace irr
{
@@ -23,7 +22,6 @@ namespace io
namespace scene
{
class IMeshCache;
- class IGeometryCreator;
/*!
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
@@ -58,29 +56,6 @@ namespace scene
//! return the filesystem
virtual io::IFileSystem* getFileSystem() _IRR_OVERRIDE_;
- //! adds Volume Lighting Scene Node.
- //! the returned pointer must not be dropped.
- virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
- const u32 subdivU = 32, const u32 subdivV = 32,
- const video::SColor foot = video::SColor(51, 0, 230, 180),
- const video::SColor tail = video::SColor(0, 0, 0, 0),
- const core::vector3df& position = core::vector3df(0,0,0),
- const core::vector3df& rotation = core::vector3df(0,0,0),
- const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
-
- //! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
- //! the returned pointer must not be dropped.
- virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
- const core::vector3df& position = core::vector3df(0,0,0),
- const core::vector3df& rotation = core::vector3df(0,0,0),
- const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
-
- //! Adds a sphere scene node to the scene.
- virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,
- const core::vector3df& position = core::vector3df(0,0,0),
- const core::vector3df& rotation = core::vector3df(0,0,0),
- const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
-
//! adds a scene node for rendering an animated mesh model
virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
@@ -96,12 +71,6 @@ namespace scene
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
- //! Adds a scene node for rendering a animated water surface mesh.
- virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 wlength, ISceneNode* parent=0, s32 id=-1,
- const core::vector3df& position = core::vector3df(0,0,0),
- const core::vector3df& rotation = core::vector3df(0,0,0),
- const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
-
//! renders the node.
virtual void render() _IRR_OVERRIDE_;
@@ -117,18 +86,6 @@ namespace scene
//! draws all scene nodes
virtual void drawAll() _IRR_OVERRIDE_;
- //! Adds a scene node for rendering using a octree to the scene graph. This a good method for rendering
- //! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
- //! faster then a bsp tree.
- virtual IOctreeSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
- s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
-
- //! Adss a scene node for rendering using a octree. This a good method for rendering
- //! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
- //! faster then a bsp tree.
- virtual IOctreeSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
- s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
-
//! Adds a camera scene node to the tree and sets it as active camera.
//! \param position: Position of the space relative to its parent where the camera will be placed.
//! \param lookat: Position where the camera will look at. Also known as target.
@@ -140,30 +97,6 @@ namespace scene
const core::vector3df& lookat = core::vector3df(0,0,100),
s32 id=-1, bool makeActive=true) _IRR_OVERRIDE_;
- //! Adds a camera scene node which is able to be controlle with the mouse similar
- //! like in the 3D Software Maya by Alias Wavefront.
- //! The returned pointer must not be dropped.
- virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
- f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
- f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
- bool makeActive=true) _IRR_OVERRIDE_;
-
- //! Adds a camera scene node which is able to be controled with the mouse and keys
- //! like in most first person shooters (FPS):
- virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
- f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, s32 id=-1,
- SKeyMap* keyMapArray=0, s32 keyMapSize=0,
- bool noVerticalMovement=false, f32 jumpSpeed = 0.f,
- bool invertMouseY=false, bool makeActive=true) _IRR_OVERRIDE_;
-
- //! Adds a dynamic light scene node. The light will cast dynamic light on all
- //! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
- //! turned on. (This is the default setting in most scene nodes).
- virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
- const core::vector3df& position = core::vector3df(0,0,0),
- video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
- f32 range=100.0f, s32 id=-1) _IRR_OVERRIDE_;
-
//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
//! which always looks to the camera. It is usually used for things like explosions, fire,
//! lensflares and things like that.
@@ -172,103 +105,6 @@ namespace scene
const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) _IRR_OVERRIDE_;
- //! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
- //! is drawn around the camera position.
- virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
- video::ITexture* left, video::ITexture* right, video::ITexture* front,
- video::ITexture* back, ISceneNode* parent = 0, s32 id=-1) _IRR_OVERRIDE_;
-
- //! Adds a skydome scene node. A skydome is a large (half-) sphere with a
- //! panoramic texture on it and is drawn around the camera position.
- virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
- u32 horiRes=16, u32 vertRes=8,
- f32 texturePercentage=0.9, f32 spherePercentage=2.0,f32 radius = 1000.f,
- ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
-
- //! Adds a text scene node, which is able to display
- //! 2d text at a position in three dimensional space
- virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
- video::SColor color=video::SColor(100,255,255,255),
- ISceneNode* parent = 0, const core::vector3df& position = core::vector3df(0,0,0),
- s32 id=-1) _IRR_OVERRIDE_;
-
- //! Adds a text scene node, which uses billboards
- virtual IBillboardTextSceneNode* addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
- ISceneNode* parent = 0,
- const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
- const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
- video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) _IRR_OVERRIDE_;
-
- //! Adds a scene node, which can render a quake3 shader
- virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
- ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
-
-
- //! Adds a Hill Plane mesh to the mesh pool. The mesh is
- //! generated on the fly and looks like a plane with some hills
- //! on it. You can specify how many hills should be on the plane
- //! and how high they should be. Also you must specify a name
- //! for the mesh because the mesh is added to the mesh pool and
- //! can be retrieved back using ISceneManager::getMesh with the
- //! name as parameter.
- virtual IAnimatedMesh* addHillPlaneMesh(const io::path& name,
- const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
- video::SMaterial* material = 0, f32 hillHeight = 0.0f,
- const core::dimension2d<f32>& countHills = core::dimension2d<f32>(1.0f, 1.0f),
- const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f)) _IRR_OVERRIDE_;
-
- //! Adds a terrain mesh to the mesh pool.
- virtual IAnimatedMesh* addTerrainMesh(const io::path& meshname, video::IImage* texture, video::IImage* heightmap,
- const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
- f32 maxHeight=200.0f,
- const core::dimension2d<u32>& defaultVertexBlockSize = core::dimension2d<u32>(64,64)) _IRR_OVERRIDE_;
-
- //! Add a arrow mesh to the mesh pool
- virtual IAnimatedMesh* addArrowMesh(const io::path& name,
- video::SColor vtxColor0, video::SColor vtxColor1,
- u32 tesselationCylinder, u32 tesselationCone,
- f32 height, f32 cylinderHeight, f32 width0,
- f32 width1) _IRR_OVERRIDE_;
-
- //! Adds a static sphere mesh to the mesh pool.
- virtual IAnimatedMesh* addSphereMesh(const io::path& name,
- f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16) _IRR_OVERRIDE_;
-
- //! Adds a static volume light mesh to the mesh pool.
- virtual IAnimatedMesh* addVolumeLightMesh(const io::path& name,
- const u32 SubdivideU = 32, const u32 SubdivideV = 32,
- const video::SColor FootColor = video::SColor(51, 0, 230, 180),
- const video::SColor TailColor = video::SColor(0, 0, 0, 0)) _IRR_OVERRIDE_;
-
- //! Adds a particle system scene node.
- virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
- bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
- const core::vector3df& position = core::vector3df(0,0,0),
- const core::vector3df& rotation = core::vector3df(0,0,0),
- const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
-
- //! Adds a terrain scene node to the scene graph.
- virtual ITerrainSceneNode* addTerrainSceneNode(
- const io::path& heightMapFileName,
- ISceneNode* parent=0, s32 id=-1,
- const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
- const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
- const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
- video::SColor vertexColor = video::SColor(255,255,255,255),
- s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
- bool addAlsoIfHeightmapEmpty = false) _IRR_OVERRIDE_;
-
- //! Adds a terrain scene node to the scene graph.
- virtual ITerrainSceneNode* addTerrainSceneNode(
- io::IReadFile* heightMap,
- ISceneNode* parent=0, s32 id=-1,
- const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
- const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
- const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
- video::SColor vertexColor = video::SColor(255,255,255,255),
- s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
- bool addAlsoIfHeightmapEmpty=false) _IRR_OVERRIDE_;
-
//! Adds a dummy transformation scene node to the scene graph.
virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
@@ -292,92 +128,6 @@ namespace scene
//! \param camera: The new camera which should be active.
virtual void setActiveCamera(ICameraSceneNode* camera) _IRR_OVERRIDE_;
- //! creates a rotation animator, which rotates the attached scene node around itself.
- //! \param rotationPerSecond: Specifies the speed of the animation
- //! \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
- //! and the animator will animate it.
- virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond) _IRR_OVERRIDE_;
-
- //! creates a fly circle animator
- /** Lets the attached scene node fly around a center.
- \param center Center relative to node origin
- \param speed: The orbital speed, in radians per millisecond.
- \param direction: Specifies the upvector used for alignment of the mesh.
- \param startPosition: The position on the circle where the animator will
- begin. Value is in multiples of a circle, i.e. 0.5 is half way around.
- \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
- */
- virtual ISceneNodeAnimator* createFlyCircleAnimator(
- const core::vector3df& center=core::vector3df(0.f, 0.f, 0.f),
- f32 radius=100.f, f32 speed=0.001f,
- const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f),
- f32 startPosition = 0.f,
- f32 radiusEllipsoid = 0.f) _IRR_OVERRIDE_;
-
- //! Creates a fly straight animator, which lets the attached scene node
- //! fly or move along a line between two points.
- virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
- const core::vector3df& endPoint, u32 timeForWay, bool loop=false,bool pingpong = false) _IRR_OVERRIDE_;
-
- //! Creates a texture animator, which switches the textures of the target scene
- //! node based on a list of textures.
- virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
- s32 timePerFrame, bool loop) _IRR_OVERRIDE_;
-
- //! Creates a scene node animator, which deletes the scene node after
- //! some time automatically.
- virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMS) _IRR_OVERRIDE_;
-
-
- //! Creates a special scene node animator for doing automatic collision detection
- //! and response.
- virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
- ITriangleSelector* world, ISceneNode* sceneNode,
- const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
- const core::vector3df& gravityPerSecond = core::vector3df(0,-1.0f,0),
- const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
- f32 slidingValue = 0.0005f) _IRR_OVERRIDE_;
-
- //! Creates a follow spline animator.
- virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
- const core::array< core::vector3df >& points,
- f32 speed, f32 tightness, bool loop, bool pingpong) _IRR_OVERRIDE_;
-
-
- //! Creates a simple ITriangleSelector, based on a mesh.
- virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node, bool separateMeshbuffers) _IRR_OVERRIDE_;
-
- //! Creates a simple ITriangleSelector, based on a meshbuffer.
- virtual ITriangleSelector* createTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node) _IRR_OVERRIDE_;
-
- //! Creates a simple ITriangleSelector, based on an animated mesh scene node.
- //! Details of the mesh associated with the node will be extracted internally.
- //! Call ITriangleSelector::update() to have the triangle selector updated based
- //! on the current frame of the animated mesh scene node.
- //! \param: The animated mesh scene node from which to build the selector
- virtual ITriangleSelector* createTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers) _IRR_OVERRIDE_;
-
- //! Creates a simple ITriangleSelector, based on a mesh.
- virtual ITriangleSelector* createOctreeTriangleSelector(IMesh* mesh,
- ISceneNode* node, s32 minimalPolysPerNode) _IRR_OVERRIDE_;
-
- //! Creates a simple ITriangleSelector, based on a meshbuffer.
- virtual ITriangleSelector* createOctreeTriangleSelector(IMeshBuffer* meshBuffer, irr::u32 materialIndex,
- ISceneNode* node, s32 minimalPolysPerNode=32) _IRR_OVERRIDE_;
-
- //! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
- virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(
- ISceneNode* node) _IRR_OVERRIDE_;
-
- //! Creates a meta triangle selector.
- virtual IMetaTriangleSelector* createMetaTriangleSelector() _IRR_OVERRIDE_;
-
- //! Creates a triangle selector which can select triangles from a terrain scene node
- //! \param: Pointer to the created terrain scene node
- //! \param: Level of detail, 0 for highest detail.
- virtual ITriangleSelector* createTerrainTriangleSelector(
- ITerrainSceneNode* node, s32 LOD=0) _IRR_OVERRIDE_;
-
//! Adds an external mesh loader.
virtual void addExternalMeshLoader(IMeshLoader* externalLoader) _IRR_OVERRIDE_;
@@ -396,21 +146,9 @@ namespace scene
//! Retrieve the given scene loader
virtual ISceneLoader* getSceneLoader(u32 index) const _IRR_OVERRIDE_;
- //! Returns a pointer to the scene collision manager.
- virtual ISceneCollisionManager* getSceneCollisionManager() _IRR_OVERRIDE_;
-
//! Returns a pointer to the mesh manipulator.
virtual IMeshManipulator* getMeshManipulator() _IRR_OVERRIDE_;
- //! Sets the color of stencil buffers shadows drawn by the scene manager.
- virtual void setShadowColor(video::SColor color) _IRR_OVERRIDE_;
-
- //! Returns the current color of shadows.
- virtual video::SColor getShadowColor() const _IRR_OVERRIDE_;
-
- //! Create a shadow volume scene node to be used with custom nodes
- virtual IShadowVolumeSceneNode* createShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, s32 id, bool zfailmethod, f32 infinity) _IRR_OVERRIDE_;
-
//! Adds a scene node to the deletion queue.
virtual void addToDeletionQueue(ISceneNode* node) _IRR_OVERRIDE_;
@@ -465,27 +203,9 @@ namespace scene
//! Returns a typename from a scene node type or null if not found
virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) _IRR_OVERRIDE_;
- //! Returns a typename from a scene node animator type or null if not found
- virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) _IRR_OVERRIDE_;
-
//! Adds a scene node to the scene by name
virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) _IRR_OVERRIDE_;
- //! creates a scene node animator based on its type name
- virtual ISceneNodeAnimator* createSceneNodeAnimator(const char* typeName, ISceneNode* target=0) _IRR_OVERRIDE_;
-
- //! Returns the default scene node animator factory which can create all built-in scene node animators
- virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() _IRR_OVERRIDE_;
-
- //! Adds a scene node animator factory to the scene manager.
- virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) _IRR_OVERRIDE_;
-
- //! Returns amount of registered scene node animator factories.
- virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const _IRR_OVERRIDE_;
-
- //! Returns a scene node animator factory by index
- virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) _IRR_OVERRIDE_;
-
//! Saves the current scene into a file.
virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) _IRR_OVERRIDE_;
@@ -516,18 +236,12 @@ namespace scene
//! Returns ambient color of the scene
virtual const video::SColorf& getAmbientLight() const _IRR_OVERRIDE_;
- //! Register a custom callbacks manager which gets callbacks during scene rendering.
- virtual void setLightManager(ILightManager* lightManager) _IRR_OVERRIDE_;
-
//! Get current render time.
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const _IRR_OVERRIDE_ { return CurrentRenderPass; }
//! Set current render time.
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) _IRR_OVERRIDE_ { CurrentRenderPass = nextPass; }
- //! Get an instance of a geometry creator.
- virtual const IGeometryCreator* getGeometryCreator(void) const _IRR_OVERRIDE_ { return GeometryCreator; }
-
//! returns if node is culled
virtual bool isCulled(const ISceneNode* node) const _IRR_OVERRIDE_;
@@ -615,13 +329,8 @@ namespace scene
//! cursor control
gui::ICursorControl* CursorControl;
- //! collision manager
- ISceneCollisionManager* CollisionManager;
-
//! render pass lists
core::array<ISceneNode*> CameraList;
- core::array<ISceneNode*> LightList;
- core::array<ISceneNode*> ShadowNodeList;
core::array<ISceneNode*> SkyBoxList;
core::array<DefaultNodeEntry> SolidNodeList;
core::array<TransparentNodeEntry> TransparentNodeList;
@@ -632,7 +341,6 @@ namespace scene
core::array<ISceneLoader*> SceneLoaderList;
core::array<ISceneNode*> DeletionList;
core::array<ISceneNodeFactory*> SceneNodeFactoryList;
- core::array<ISceneNodeAnimatorFactory*> SceneNodeAnimatorFactoryList;
//! current active camera
ICameraSceneNode* ActiveCamera;
@@ -649,12 +357,6 @@ namespace scene
IMeshCache* MeshCache;
E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
-
- //! An optional callbacks manager to allow the user app finer control
- //! over the scene lighting and rendering.
- ILightManager* LightManager;
-
- IGeometryCreator* GeometryCreator;
};
} // end namespace video