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authorLoic Blot <loic.blot@unix-experience.fr>2021-04-29 09:40:56 +0200
committerLoïc Blot <nerzhul@users.noreply.github.com>2021-05-03 19:49:19 +0200
commit5a02c376ea5f2e7f1dd0a2bd4f08bf953ed4bfc8 (patch)
treed4bd7334bad7f1bf0d01d1dc6acbaccd34132823 /src/nodedef.cpp
parentccdd886e273ec2fa5f8cfe1d1f474914eccb2abf (diff)
downloadminetest-5a02c376ea5f2e7f1dd0a2bd4f08bf953ed4bfc8.tar.xz
refacto: RenderingEngine::get_scene_manager() is now not callable from singleton
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r--src/nodedef.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index dd862e606..65a76bcec 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -1446,8 +1446,8 @@ void NodeDefManager::updateTextures(IGameDef *gamedef,
Client *client = (Client *)gamedef;
ITextureSource *tsrc = client->tsrc();
IShaderSource *shdsrc = client->getShaderSource();
- scene::IMeshManipulator *meshmanip =
- RenderingEngine::get_scene_manager()->getMeshManipulator();
+ auto smgr = client->getSceneManager();
+ scene::IMeshManipulator *meshmanip = smgr->getMeshManipulator();
TextureSettings tsettings;
tsettings.readSettings();