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fix: don't use RenderingEngine singleton when it's possible
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5a02c376ea
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@ -1771,21 +1771,21 @@ void Client::afterContentReceived()
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// Rebuild inherited images and recreate textures
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infostream<<"- Rebuilding images and textures"<<std::endl;
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RenderingEngine::draw_load_screen(text, guienv, m_tsrc, 0, 70);
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m_rendering_engine->draw_load_screen(text, guienv, m_tsrc, 0, 70);
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m_tsrc->rebuildImagesAndTextures();
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delete[] text;
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// Rebuild shaders
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infostream<<"- Rebuilding shaders"<<std::endl;
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text = wgettext("Rebuilding shaders...");
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RenderingEngine::draw_load_screen(text, guienv, m_tsrc, 0, 71);
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m_rendering_engine->draw_load_screen(text, guienv, m_tsrc, 0, 71);
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m_shsrc->rebuildShaders();
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delete[] text;
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// Update node aliases
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infostream<<"- Updating node aliases"<<std::endl;
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text = wgettext("Initializing nodes...");
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RenderingEngine::draw_load_screen(text, guienv, m_tsrc, 0, 72);
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m_rendering_engine->draw_load_screen(text, guienv, m_tsrc, 0, 72);
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m_nodedef->updateAliases(m_itemdef);
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for (const auto &path : getTextureDirs()) {
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TextureOverrideSource override_source(path + DIR_DELIM + "override.txt");
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@ -1818,7 +1818,7 @@ void Client::afterContentReceived()
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m_script->on_client_ready(m_env.getLocalPlayer());
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text = wgettext("Done!");
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RenderingEngine::draw_load_screen(text, guienv, m_tsrc, 0, 100);
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m_rendering_engine->draw_load_screen(text, guienv, m_tsrc, 0, 100);
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infostream<<"Client::afterContentReceived() done"<<std::endl;
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delete[] text;
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}
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@ -1836,7 +1836,7 @@ float Client::getCurRate()
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void Client::makeScreenshot()
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{
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irr::video::IVideoDriver *driver = RenderingEngine::get_video_driver();
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irr::video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
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irr::video::IImage* const raw_image = driver->createScreenShot();
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if (!raw_image)
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