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-rw-r--r--source/Irrlicht/CNullDriver.h25
1 files changed, 12 insertions, 13 deletions
diff --git a/source/Irrlicht/CNullDriver.h b/source/Irrlicht/CNullDriver.h
index 625ff1a..e6b27d8 100644
--- a/source/Irrlicht/CNullDriver.h
+++ b/source/Irrlicht/CNullDriver.h
@@ -126,9 +126,8 @@ namespace video
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) override;
- //! Draws a 3d triangle.
- virtual void draw3DTriangle(const core::triangle3df& triangle,
- SColor color = SColor(255,255,255,255)) override;
+ [[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle,
+ SColor color = SColor(255,255,255,255)) {}
//! Draws a 3d axis aligned box.
virtual void draw3DBox(const core::aabbox3d<f32>& box,
@@ -154,14 +153,14 @@ namespace video
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,
+ [[deprecated]] 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) override;
+ bool useAlphaChannelOfTexture=false) {}
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** All drawings are clipped against clipRect (if != 0).
@@ -205,7 +204,7 @@ namespace video
const core::rect<s32>* clip = 0) override;
//! Draws the outline of a 2d rectangle
- void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) override;
+ [[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {}
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
@@ -213,11 +212,11 @@ namespace video
SColor color=SColor(255,255,255,255)) override;
//! Draws a pixel
- void drawPixel(u32 x, u32 y, const SColor & color) override;
+ [[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {}
//! Draws a non filled concyclic reqular 2d polygon.
- virtual void draw2DPolygon(core::position2d<s32> center,
- f32 radius, video::SColor Color, s32 vertexCount) override;
+ [[deprecated]] virtual void draw2DPolygon(core::position2d<s32> center,
+ f32 radius, video::SColor Color, s32 vertexCount) {}
virtual void setFog(SColor color=SColor(0,255,255,255),
E_FOG_TYPE fogType=EFT_FOG_LINEAR,
@@ -268,17 +267,17 @@ namespace video
//! 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.
- virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
- bool zfail=true, u32 debugDataVisible=0) override;
+ [[deprecated]] virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
+ bool zfail=true, u32 debugDataVisible=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.
- virtual void drawStencilShadow(bool clearStencilBuffer=false,
+ [[deprecated]] virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
- video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;
+ video::SColor rightDownEdge = video::SColor(0,0,0,0)) {}
//! Removes a texture from the texture cache and deletes it, freeing lot of