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-rw-r--r--include/IVideoDriver.h119
1 files changed, 0 insertions, 119 deletions
diff --git a/include/IVideoDriver.h b/include/IVideoDriver.h
index 2fcb0ab..f93d761 100644
--- a/include/IVideoDriver.h
+++ b/include/IVideoDriver.h
@@ -717,23 +717,6 @@ namespace video
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;
- //! Draws a 3d triangle.
- /** This method calls drawVertexPrimitiveList for some triangles.
- This method works with all drivers because it simply calls
- drawVertexPrimitiveList, but it is hence not very fast.
- Note that the triangle is drawn using the current
- transformation matrix and material. So if you need to draw it
- independently of the current transformation, use
- \code
- driver->setMaterial(someMaterial);
- driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
- \endcode
- for some properly set up material before drawing the triangle.
- \param triangle The triangle to draw.
- \param color Color of the line. */
- virtual void draw3DTriangle(const core::triangle3df& triangle,
- SColor color = SColor(255,255,255,255)) =0;
-
//! Draws a 3d axis aligned box.
/** This method simply calls draw3DLine for the edges of the
box. Note that the box is drawn using the current transformation
@@ -779,35 +762,6 @@ namespace video
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
- /** The images are drawn beginning at pos and concatenated in
- one line. All drawings are clipped against clipRect (if != 0).
- The subtextures are defined by the array of sourceRects and are
- chosen by the indices given.
- \param texture Texture to be drawn.
- \param pos Upper left 2d destination position where the image
- will be drawn.
- \param sourceRects Source rectangles of the texture (based on it's OriginalSize)
- \param indices List of indices which choose the actual
- rectangle used each time.
- \param kerningWidth Offset to Position on X
- \param clipRect Pointer to rectangle on the screen where the
- image is clipped to.
- If this pointer is 0 then the image is not clipped.
- \param color Color with which the image is drawn.
- Note that the alpha component is used. If alpha is other than
- 255, the image will be transparent.
- \param useAlphaChannelOfTexture: If true, the alpha channel of
- the texture is used to draw the image. */
- virtual void draw2DImageBatch(const video::ITexture* texture,
- const core::position2d<s32>& pos,
- const core::array<core::rect<s32> >& sourceRects,
- const core::array<s32>& indices,
- s32 kerningWidth=0,
- const core::rect<s32>* clipRect=0,
- SColor color=SColor(255,255,255,255),
- bool useAlphaChannelOfTexture=false) =0;
-
- //! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** All drawings are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects and are
positioned using the array of positions.
@@ -877,13 +831,6 @@ namespace video
SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip =0) =0;
- //! Draws the outline of a 2D rectangle.
- /** \param pos Position of the rectangle.
- \param color Color of the rectangle to draw. The alpha component
- specifies how transparent the rectangle outline will be. */
- virtual void draw2DRectangleOutline(const core::recti& pos,
- SColor color=SColor(255,255,255,255)) =0;
-
//! Draws a 2d line.
/** In theory both start and end will be included in coloring.
BUG: Currently d3d ignores the last pixel
@@ -897,72 +844,6 @@ namespace video
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) =0;
- //! Draws a pixel.
- /** \param x The x-position of the pixel.
- \param y The y-position of the pixel.
- \param color Color of the pixel to draw. */
- virtual void drawPixel(u32 x, u32 y, const SColor& color) =0;
-
- //! Draws a non filled concyclic regular 2d polygon.
- /** This method can be used to draw circles, but also
- triangles, tetragons, pentagons, hexagons, heptagons, octagons,
- enneagons, decagons, hendecagons, dodecagon, triskaidecagons,
- etc. I think you'll got it now. And all this by simply
- specifying the vertex count. Welcome to the wonders of
- geometry.
- \param center Position of center of circle (pixels).
- \param radius Radius of circle in pixels.
- \param color Color of the circle.
- \param vertexCount Amount of vertices of the polygon. Specify 2
- to draw a line, 3 to draw a triangle, 4 for tetragons and a lot
- (>10) for nearly a circle. */
- virtual void draw2DPolygon(core::position2d<s32> center,
- f32 radius,
- video::SColor color=SColor(100,255,255,255),
- s32 vertexCount=10) =0;
-
- //! Draws a shadow volume into the stencil buffer.
- /** To draw a stencil shadow, do this: First, draw all geometry.
- Then use this method, to draw the shadow volume. Then, use
- IVideoDriver::drawStencilShadow() to visualize the shadow.
- Please note that the code for the opengl version of the method
- is based on free code sent in by Philipp Dortmann, lots of
- thanks go to him!
- \param triangles Array of 3d vectors, specifying the shadow
- volume.
- \param zfail If set to true, zfail method is used, otherwise
- zpass.
- \param debugDataVisible The debug data that is enabled for this
- shadow node
- */
- virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;
-
- //! Fills the stencil shadow with color.
- /** After the shadow volume has been drawn into the stencil
- buffer using IVideoDriver::drawStencilShadowVolume(), use this
- to draw the color of the shadow.
- Please note that the code for the opengl version of the method
- is based on free code sent in by Philipp Dortmann, lots of
- thanks go to him!
- \param clearStencilBuffer Set this to false, if you want to
- draw every shadow with the same color, and only want to call
- drawStencilShadow() once after all shadow volumes have been
- drawn. Set this to true, if you want to paint every shadow with
- its own color.
- \param leftUpEdge Color of the shadow in the upper left corner
- of screen.
- \param rightUpEdge Color of the shadow in the upper right
- corner of screen.
- \param leftDownEdge Color of the shadow in the lower left
- corner of screen.
- \param rightDownEdge Color of the shadow in the lower right
- corner of screen. */
- virtual void drawStencilShadow(bool clearStencilBuffer=false,
- video::SColor leftUpEdge = video::SColor(255,0,0,0),
- video::SColor rightUpEdge = video::SColor(255,0,0,0),
- video::SColor leftDownEdge = video::SColor(255,0,0,0),
- video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0;
-
//! Draws a mesh buffer
/** \param mb Buffer to draw */
virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;