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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -37,7 +37,7 @@
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "servers/display_server.h"
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#include "servers/visual_server.h"
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#include "servers/rendering_server.h"
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#define OBJECT_COUNT 50
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@@ -75,7 +75,7 @@ public:
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virtual void init() {
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print_line("INITIALIZING TEST RENDER");
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VisualServer *vs = VisualServer::get_singleton();
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RenderingServer *vs = RenderingServer::get_singleton();
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test_cube = vs->get_test_cube();
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scenario = vs->scenario_create();
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@@ -126,7 +126,7 @@ public:
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print_line("ERR: " + itos(err));
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test_cube = vs->mesh_create();
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vs->mesh_add_surface_from_mesh_data(test_cube, md);
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//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
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//vs->scenario_set_debug(scenario,RS::SCENARIO_DEBUG_WIREFRAME);
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/*
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RID sm = vs->shader_create();
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@@ -174,16 +174,16 @@ public:
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vs->camera_set_perspective(camera, 60, 0.1, 1000);
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/*
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RID lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
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vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_RADIUS, 80 );
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vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ATTENUATION, 1 );
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vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ENERGY, 1.5 );
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RID lightaux = vs->light_create( RenderingServer::LIGHT_OMNI );
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vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_RADIUS, 80 );
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vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ATTENUATION, 1 );
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vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ENERGY, 1.5 );
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light = vs->instance_create( lightaux );
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*/
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RID lightaux;
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lightaux = vs->directional_light_create();
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0));
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//vs->light_set_shadow( lightaux, true );
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light = vs->instance_create2(lightaux, scenario);
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@@ -194,10 +194,10 @@ public:
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vs->instance_set_transform(light, lla);
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lightaux = vs->omni_light_create();
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
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vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_RANGE, 4);
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vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8);
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vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_RANGE, 4);
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vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_ENERGY, 8);
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//vs->light_set_shadow( lightaux, true );
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//light = vs->instance_create( lightaux );
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@@ -206,7 +206,7 @@ public:
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}
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virtual bool iteration(float p_time) {
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VisualServer *vs = VisualServer::get_singleton();
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RenderingServer *vs = RenderingServer::get_singleton();
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//Transform t;
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//t.rotate(Vector3(0, 1, 0), ofs);
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//t.translate(Vector3(0,0,20 ));
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