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authorsfan5 <sfan5@live.de>2023-02-18 00:29:34 +0100
committersfan5 <sfan5@live.de>2023-02-18 16:46:51 +0100
commit3bafbaac49e3d5d1d633b26f60fd4e919399819b (patch)
treeb70231e8eb18fdf8b3d2cf2007919a5e46540db0 /src/client/game.cpp
parent2dafce6206dfcf02f3c31cf1abe819e901489704 (diff)
downloadminetest-3bafbaac49e3d5d1d633b26f60fd4e919399819b.tar.xz
Remove dead code behind Irrlicht version checks
Diffstat (limited to 'src/client/game.cpp')
-rw-r--r--src/client/game.cpp27
1 files changed, 0 insertions, 27 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 122e25d8c..94a09537a 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -1008,10 +1008,6 @@ private:
// this happens in pause menu in singleplayer
bool m_is_paused = false;
-#if IRRLICHT_VERSION_MT_REVISION < 5
- int m_reset_HW_buffer_counter = 0;
-#endif
-
#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
bool m_touch_use_crosshair;
@@ -4153,29 +4149,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
/*
==================== End scene ====================
*/
-#if IRRLICHT_VERSION_MT_REVISION < 5
- if (++m_reset_HW_buffer_counter > 500) {
- /*
- Periodically remove all mesh HW buffers.
-
- Work around for a quirk in Irrlicht where a HW buffer is only
- released after 20000 iterations (triggered from endScene()).
-
- Without this, all loaded but unused meshes will retain their HW
- buffers for at least 5 minutes, at which point looking up the HW buffers
- becomes a bottleneck and the framerate drops (as much as 30%).
-
- Tests showed that numbers between 50 and 1000 are good, so picked 500.
- There are no other public Irrlicht APIs that allow interacting with the
- HW buffers without tracking the status of every individual mesh.
-
- The HW buffers for _visible_ meshes will be reinitialized in the next frame.
- */
- infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
- driver->removeAllHardwareBuffers();
- m_reset_HW_buffer_counter = 0;
- }
-#endif
driver->endScene();