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https://github.com/TorqueGameEngines/Torque3D.git
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rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
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454 changed files with 4162 additions and 4156 deletions
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@ -56,19 +56,19 @@ class BasicLightManager : public LightManager
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public:
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// LightManager
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virtual bool isCompatible() const;
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virtual void activate( SceneManager *sceneManager );
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virtual void deactivate();
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virtual void setLightInfo(ProcessedMaterial* pmat, const Material* mat, const SceneData& sgData, const SceneRenderState *state, U32 pass, GFXShaderConstBuffer* shaderConsts);
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virtual bool setTextureStage(const SceneData& sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer* shaderConsts, ShaderConstHandles* handles) { return false; }
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bool isCompatible() const override;
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void activate( SceneManager *sceneManager ) override;
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void deactivate() override;
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void setLightInfo(ProcessedMaterial* pmat, const Material* mat, const SceneData& sgData, const SceneRenderState *state, U32 pass, GFXShaderConstBuffer* shaderConsts) override;
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bool setTextureStage(const SceneData& sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer* shaderConsts, ShaderConstHandles* handles) override { return false; }
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static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; }
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protected:
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// LightManager
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virtual void _addLightInfoEx( LightInfo *lightInfo ) { }
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virtual void _initLightFields() { }
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void _addLightInfoEx( LightInfo *lightInfo ) override { }
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void _initLightFields() override { }
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void _onPreRender( SceneManager *sceneManger, const SceneRenderState *state );
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