mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-10 01:33:51 +01:00
Minor code cleanup
Mostly const fixes in headers to make it easier for users to have more warnings enabled in static code analysis Also updating our own rules a bit (kicking some out we won't need yet). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6583 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
parent
2fdb1fc156
commit
bff1a50c34
@ -280,7 +280,7 @@ protected:
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void IProfiler::start(s32 id)
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{
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s32 idx = ProfileDatas.binary_search(SProfileData(id));
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const s32 idx = ProfileDatas.binary_search(SProfileData(id));
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if ( idx >= 0 && Timer )
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{
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++ProfileDatas[idx].StartStopCounter;
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@ -352,7 +352,7 @@ void IProfiler::add(s32 id, const core::stringw &name, const core::stringw &grou
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}
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SProfileData data(id);
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s32 idx = ProfileDatas.binary_search(data);
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const s32 idx = ProfileDatas.binary_search(data);
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if ( idx < 0 )
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{
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data.reset();
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@ -422,7 +422,7 @@ bool IProfiler::findGroupIndex(u32 & result, const core::stringw &name) const
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void IProfiler::resetDataById(s32 id)
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{
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s32 idx = ProfileDatas.binary_search(SProfileData(id));
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const s32 idx = ProfileDatas.binary_search(SProfileData(id));
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if ( idx >= 0 )
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{
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resetDataByIndex((u32)idx);
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@ -207,7 +207,7 @@ class aabbox3d
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\return Interpolated box. */
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aabbox3d<T> getInterpolated(const aabbox3d<T>& other, f32 d) const
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{
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f32 inv = 1.0f - d;
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const f32 inv = 1.0f - d;
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return aabbox3d<T>((other.MinEdge*inv) + (MinEdge*d),
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(other.MaxEdge*inv) + (MaxEdge*d));
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}
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@ -195,7 +195,7 @@ namespace core
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\return Interpolated dimension. */
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dimension2d<T> getInterpolated(const dimension2d<T>& other, f32 d) const
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{
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f32 inv = (1.0f - d);
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const f32 inv = (1.0f - d);
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return dimension2d<T>( (T)(other.Width*inv + Width*d), (T)(other.Height*inv + Height*d));
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}
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@ -45,18 +45,17 @@ inline void heapsort(T* array_, s32 size)
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// the maximum always +2 and the element always +1
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T* virtualArray = array_ - 1;
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s32 virtualSize = size + 2;
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s32 i;
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const s32 virtualSize = size + 2;
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// build heap
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for (i=((size-1)/2); i>=0; --i)
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for (s32 i=((size-1)/2); i>=0; --i)
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heapsink(virtualArray, i+1, virtualSize-1);
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// sort array, leave out the last element (0)
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for (i=size-1; i>0; --i)
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for (s32 i=size-1; i>0; --i)
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{
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T t = array_[0];
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const T t = array_[0];
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array_[0] = array_[i];
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array_[i] = t;
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heapsink(virtualArray, 1, i + 1);
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@ -915,7 +915,7 @@ class map
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//! Returns a Constiterator
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ConstIterator getConstIterator() const
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{
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Iterator it(getRoot());
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const Iterator it(getRoot());
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return it;
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}
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@ -710,7 +710,7 @@ namespace core
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}
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return *this;
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#else
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CMatrix4<T> temp ( *this );
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const CMatrix4<T> temp ( *this );
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return setbyproduct_nocheck( temp, other );
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#endif
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}
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@ -1186,7 +1186,7 @@ namespace core
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template <class T>
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inline void CMatrix4<T>::rotateVect( vector3df& vect ) const
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{
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vector3d<T> tmp(static_cast<T>(vect.X), static_cast<T>(vect.Y), static_cast<T>(vect.Z));
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const vector3d<T> tmp(static_cast<T>(vect.X), static_cast<T>(vect.Y), static_cast<T>(vect.Z));
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vect.X = static_cast<f32>(tmp.X*M[0] + tmp.Y*M[4] + tmp.Z*M[8]);
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vect.Y = static_cast<f32>(tmp.X*M[1] + tmp.Y*M[5] + tmp.Z*M[9]);
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vect.Z = static_cast<f32>(tmp.X*M[2] + tmp.Y*M[6] + tmp.Z*M[10]);
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@ -1213,7 +1213,7 @@ namespace core
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template <class T>
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inline void CMatrix4<T>::inverseRotateVect( vector3df& vect ) const
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{
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vector3d<T> tmp(static_cast<T>(vect.X), static_cast<T>(vect.Y), static_cast<T>(vect.Z));
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const vector3d<T> tmp(static_cast<T>(vect.X), static_cast<T>(vect.Y), static_cast<T>(vect.Z));
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vect.X = static_cast<f32>(tmp.X*M[0] + tmp.Y*M[1] + tmp.Z*M[2]);
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vect.Y = static_cast<f32>(tmp.X*M[4] + tmp.Y*M[5] + tmp.Z*M[6]);
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vect.Z = static_cast<f32>(tmp.X*M[8] + tmp.Y*M[9] + tmp.Z*M[10]);
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@ -1278,7 +1278,7 @@ namespace core
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transformVect(member, plane.getMemberPoint());
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// Transform the normal by the transposed inverse of the matrix
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CMatrix4<T> transposedInverse(*this, EM4CONST_INVERSE_TRANSPOSED);
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const CMatrix4<T> transposedInverse(*this, EM4CONST_INVERSE_TRANSPOSED);
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vector3df normal = plane.Normal;
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transposedInverse.rotateVect(normal);
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plane.setPlane(member, normal.normalize());
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@ -2002,7 +2002,7 @@ namespace core
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t.normalize();
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// axis multiplication by sin
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core::vector3df vs(t.crossProduct(f));
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const core::vector3df vs(t.crossProduct(f));
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// axis of rotation
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core::vector3df v(vs);
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@ -107,8 +107,8 @@ class plane3d
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f32 getKnownIntersectionWithLine(const vector3d<T>& linePoint1,
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const vector3d<T>& linePoint2) const
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{
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vector3d<T> vect = linePoint2 - linePoint1;
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T t2 = (f32)Normal.dotProduct(vect);
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const vector3d<T> vect = linePoint2 - linePoint1;
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const T t2 = (f32)Normal.dotProduct(vect);
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return (f32)-((Normal.dotProduct(linePoint1) + D) / t2);
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}
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@ -88,10 +88,10 @@ namespace core
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\return True if the point is inside the triangle, otherwise false. */
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bool isPointInside(const vector3d<T>& p) const
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{
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vector3d<f64> af64((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z);
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vector3d<f64> bf64((f64)pointB.X, (f64)pointB.Y, (f64)pointB.Z);
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vector3d<f64> cf64((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z);
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vector3d<f64> pf64((f64)p.X, (f64)p.Y, (f64)p.Z);
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const vector3d<f64> af64((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z);
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const vector3d<f64> bf64((f64)pointB.X, (f64)pointB.Y, (f64)pointB.Z);
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const vector3d<f64> cf64((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z);
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const vector3d<f64> pf64((f64)p.X, (f64)p.Y, (f64)p.Z);
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return (isOnSameSide(pf64, af64, bf64, cf64) &&
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isOnSameSide(pf64, bf64, af64, cf64) &&
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isOnSameSide(pf64, cf64, af64, bf64));
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@ -174,7 +174,7 @@ namespace core
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const vector3d<f64> lineVectf64(lineVect.X, lineVect.Y, lineVect.Z);
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vector3d<f64> outIntersectionf64;
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core::triangle3d<irr::f64> trianglef64(vector3d<f64>((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z)
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const core::triangle3d<irr::f64> trianglef64(vector3d<f64>((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z)
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,vector3d<f64>((f64)pointB.X, (f64)pointB.Y, (f64)pointB.Z)
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, vector3d<f64>((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z));
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const vector3d<irr::f64> normalf64 = trianglef64.getNormal().normalize();
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@ -183,8 +183,8 @@ namespace core
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if ( core::iszero ( t2 = normalf64.dotProduct(lineVectf64) ) )
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return false;
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f64 d = trianglef64.pointA.dotProduct(normalf64);
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f64 t = -(normalf64.dotProduct(linePointf64) - d) / t2;
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const f64 d = trianglef64.pointA.dotProduct(normalf64);
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const f64 t = -(normalf64.dotProduct(linePointf64) - d) / t2;
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outIntersectionf64 = linePointf64 + (lineVectf64 * t);
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outIntersection.X = (T)outIntersectionf64.X;
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@ -246,14 +246,14 @@ namespace core
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const vector3d<f64>& a, const vector3d<f64>& b) const
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{
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vector3d<f64> bminusa = b - a;
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vector3d<f64> cp1 = bminusa.crossProduct(p1 - a);
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vector3d<f64> cp2 = bminusa.crossProduct(p2 - a);
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const vector3d<f64> cp1 = bminusa.crossProduct(p1 - a);
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const vector3d<f64> cp2 = bminusa.crossProduct(p2 - a);
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f64 res = cp1.dotProduct(cp2);
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if ( res < 0 )
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{
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// This catches some floating point troubles.
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// Unfortunately slightly expensive and we don't really know the best epsilon for iszero.
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vector3d<f64> cp1n = bminusa.normalize().crossProduct((p1 - a).normalize());
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const vector3d<f64> cp1n = bminusa.normalize().crossProduct((p1 - a).normalize());
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if (core::iszero(cp1n.X, (f64)ROUNDING_ERROR_f32)
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&& core::iszero(cp1n.Y, (f64)ROUNDING_ERROR_f32)
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&& core::iszero(cp1n.Z, (f64)ROUNDING_ERROR_f32) )
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@ -243,8 +243,8 @@ namespace core
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void rotateXZBy(f64 degrees, const vector3d<T>& center=vector3d<T>())
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{
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degrees *= DEGTORAD64;
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f64 cs = cos(degrees);
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f64 sn = sin(degrees);
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const f64 cs = cos(degrees);
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const f64 sn = sin(degrees);
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X -= center.X;
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Z -= center.Z;
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set((T)(X*cs - Z*sn), Y, (T)(X*sn + Z*cs));
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@ -258,8 +258,8 @@ namespace core
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void rotateXYBy(f64 degrees, const vector3d<T>& center=vector3d<T>())
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{
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degrees *= DEGTORAD64;
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f64 cs = cos(degrees);
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f64 sn = sin(degrees);
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const f64 cs = cos(degrees);
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const f64 sn = sin(degrees);
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X -= center.X;
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Y -= center.Y;
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set((T)(X*cs - Y*sn), (T)(X*sn + Y*cs), Z);
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@ -273,8 +273,8 @@ namespace core
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void rotateYZBy(f64 degrees, const vector3d<T>& center=vector3d<T>())
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{
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degrees *= DEGTORAD64;
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f64 cs = cos(degrees);
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f64 sn = sin(degrees);
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const f64 cs = cos(degrees);
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const f64 sn = sin(degrees);
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Z -= center.Z;
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Y -= center.Y;
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set(X, (T)(Y*cs - Z*sn), (T)(Y*sn + Z*cs));
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@ -239,10 +239,8 @@ IMesh* CGeometryCreator::createHillPlaneMesh(
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vtx.Color.set(255,255,255,255);
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// create vertices from left-front to right-back
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u32 x;
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f32 sx=0.f, tsx=0.f;
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for (x=0; x<tileCount.Width; ++x)
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for (u32 x=0; x<tileCount.Width; ++x)
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{
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f32 sy=0.f, tsy=0.f;
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for (u32 y=0; y<tileCount.Height; ++y)
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@ -265,7 +263,7 @@ IMesh* CGeometryCreator::createHillPlaneMesh(
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// create indices
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for (x=0; x<tileCount.Width-1; ++x)
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for (u32 x=0; x<tileCount.Width-1; ++x)
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{
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for (u32 y=0; y<tileCount.Height-1; ++y)
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{
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@ -499,13 +497,13 @@ IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
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if (buffer->Vertices.size())
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{
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c8 textureName[64];
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// create texture for this block
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video::IImage* img = driver->createImage(texture->getColorFormat(), core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y)));
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texture->copyTo(img, core::position2di(0,0), core::recti(
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core::position2d<s32>(core::floor32(processed.X*thRel.X), core::floor32(processed.Y*thRel.Y)),
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core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y))), 0);
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c8 textureName[64];
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sprintf(textureName, "terrain%u_%u", tm, mesh->getMeshBufferCount());
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buffer->Material.setTexture(0, driver->addTexture(textureName, img));
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@ -665,7 +663,6 @@ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCo
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const f64 AngleY = core::PI / polyCountY;
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u32 i=0;
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f64 axz;
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// we don't start at 0.
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@ -676,7 +673,7 @@ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCo
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{
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ay += AngleY;
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const f64 sinay = sin(ay);
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axz = 0;
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f64 axz = 0;
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// calculate the necessary vertices without the doubled one
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for (u32 xz = 0;xz < polyCountX; ++xz)
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@ -754,13 +751,12 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
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const f32 recTessellation = core::reciprocal((f32)tessellation);
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const f32 angleStep = (core::PI * 2.f ) * recTessellation;
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u32 i;
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video::S3DVertex v;
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v.Color = color;
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buffer->Vertices.reallocate(tessellation*2+2+(closeTop?2:1));
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buffer->Indices.reallocate(tessellation*(closeTop?12:9));
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f32 tcx = 0.f;
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for ( i = 0; i <= tessellation; ++i )
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for (u32 i = 0; i <= tessellation; ++i )
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{
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const f32 angle = angleStep * i;
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v.Pos.X = radius * cosf(angle);
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@ -790,7 +786,7 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
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}
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const u32 nonWrappedSize = tessellation*2;
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for (i=0; i != nonWrappedSize; i += 2)
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for (u32 i=0; i != nonWrappedSize; i += 2)
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{
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buffer->Indices.push_back(i + 2);
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buffer->Indices.push_back(i + 0);
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@ -814,7 +810,7 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
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u32 index = buffer->Vertices.size() - 1;
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for ( i = 0; i != nonWrappedSize; i += 2 )
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for (u32 i = 0; i != nonWrappedSize; i += 2 )
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{
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buffer->Indices.push_back(index);
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buffer->Indices.push_back(i + 0);
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@ -836,7 +832,7 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
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index = buffer->Vertices.size() - 1;
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for ( i = 0; i != nonWrappedSize; i += 2 )
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for (u32 i = 0; i != nonWrappedSize; i += 2 )
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{
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buffer->Indices.push_back(i + 1);
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buffer->Indices.push_back(index);
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@ -988,8 +984,8 @@ irr::scene::IMesh* CGeometryCreator::createTorusMesh(irr::f32 majorRadius, irr::
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core::swap(angleStart, angleEnd);
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const f32 radStart = angleStart * core::DEGTORAD;
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const f32 radEnd = angleEnd * core::DEGTORAD;
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const f32 radMajor = radEnd-radStart;
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const f32 radStepMajor = radMajor / majorSegments;
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const f32 radMajorLen = radEnd-radStart;
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const f32 radStepMajor = radMajorLen / majorSegments;
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const f32 TWO_PI = 2.f*core::PI;
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const f32 radStepMinor = TWO_PI / minorSegments;
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@ -197,7 +197,6 @@ IMeshBuffer* CIrrMeshFileLoader::readMeshBuffer(io::IXMLReader* reader)
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if (vertexTypeName1 == vertexType)
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{
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buffer = new CDynamicMeshBuffer(irr::video::EVT_STANDARD, itype);
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}
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else
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if (vertexTypeName2 == vertexType)
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@ -209,8 +208,11 @@ IMeshBuffer* CIrrMeshFileLoader::readMeshBuffer(io::IXMLReader* reader)
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{
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buffer = new CDynamicMeshBuffer(irr::video::EVT_TANGENTS, itype);
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}
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buffer->getVertexBuffer().reallocate(vertexCount);
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buffer->Material = material;
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if ( buffer )
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{
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buffer->getVertexBuffer().reallocate(vertexCount);
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buffer->Material = material;
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}
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}
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else
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if (indicesSectionName == nodeName)
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@ -247,6 +247,7 @@
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<Rule Id="C26432" Action="None" />
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<Rule Id="C26435" Action="None" />
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<Rule Id="C26438" Action="None" />
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<Rule Id="C26439" Action="None" />
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<Rule Id="C26440" Action="None" />
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<Rule Id="C26443" Action="None" />
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<Rule Id="C26444" Action="None" />
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@ -257,6 +258,7 @@
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<Rule Id="C26449" Action="None" />
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<Rule Id="C26451" Action="None" />
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<Rule Id="C26455" Action="None" />
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<Rule Id="C26458" Action="None" />
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<Rule Id="C26459" Action="None" />
|
||||
<Rule Id="C26461" Action="None" />
|
||||
<Rule Id="C26466" Action="None" />
|
||||
@ -274,6 +276,7 @@
|
||||
<Rule Id="C26496" Action="Warning" />
|
||||
<Rule Id="C26497" Action="None" />
|
||||
<Rule Id="C26814" Action="None" />
|
||||
<Rule Id="C26821" Action="None" />
|
||||
<Rule Id="C28204" Action="None" />
|
||||
<Rule Id="C28205" Action="None" />
|
||||
<Rule Id="C28209" Action="None" />
|
||||
|
@ -162,7 +162,7 @@
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='SDL-Debug|Win32'">true</LinkIncremental>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='SDL-Debug|x64'">true</LinkIncremental>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Irrlicht.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
@ -180,7 +180,7 @@
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='SDL-Debug|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='SDL-Debug|x64'" />
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Static lib - Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Static lib - Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Static lib - Debug|x64'">Irrlicht.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Static lib - Debug|Win32'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Static lib - Debug|x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Static lib - Debug|Win32'" />
|
||||
|
@ -1438,12 +1438,6 @@
|
||||
<ClInclude Include="..\..\include\EDeviceTypes.h">
|
||||
<Filter>include</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\include\EMeshBufferTypes.h">
|
||||
<Filter>include\scene</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\include\ESceneNodeUpdateAbs.h">
|
||||
<Filter>include\scene</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="CBufferRenderNode.h">
|
||||
<Filter>Irrlicht\scene\sceneNodes</Filter>
|
||||
</ClInclude>
|
||||
|
Loading…
Reference in New Issue
Block a user