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https://github.com/godotengine/godot
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Replace references to VisualServer in code comments with RenderingServer
VisualServer no longer exists in the `master` branch.
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@ -200,7 +200,7 @@ public:
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// use in conjunction with activate if you have deferred the collision check, and
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// set pairable has never been called.
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// (deferred collision checks are a workaround for visual server for historical reasons)
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// (deferred collision checks are a workaround for rendering server for historical reasons)
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void force_collision_check(BVHHandle p_handle) {
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if (USE_PAIRS) {
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// the aabb should already be up to date in the BVH
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@ -439,7 +439,7 @@ void EditorResourcePreview::stop() {
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preview_sem.post();
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while (!exited.is_set()) {
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OS::get_singleton()->delay_usec(10000);
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RenderingServer::get_singleton()->sync(); //sync pending stuff, as thread may be blocked on visual server
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RenderingServer::get_singleton()->sync(); //sync pending stuff, as thread may be blocked on rendering server
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}
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thread.wait_to_finish();
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}
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@ -71,7 +71,7 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
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return;
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}
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/// Update visual server vertices
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/// Update rendering server vertices
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const btSoftBody::tNodeArray &nodes(bt_soft_body->m_nodes);
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const int nodes_count = nodes.size();
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@ -298,11 +298,11 @@ bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
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ERR_FAIL_COND_V(p_indices.is_empty(), false);
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ERR_FAIL_COND_V(p_vertices.is_empty(), false);
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/// Parse visual server indices to physical indices.
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/// Merge all overlapping vertices and create a map of physical vertices to visual server
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/// Parse rendering server indices to physical indices.
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/// Merge all overlapping vertices and create a map of physical vertices to rendering server
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{
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/// This is the map of visual server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
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/// This is the map of rendering server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
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Vector<int> vs_indices_to_physics_table;
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{ // Map vertices
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@ -108,7 +108,7 @@ void VideoStreamPlaybackTheora::video_write() {
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Ref<Image> img = memnew(Image(size.x, size.y, 0, Image::FORMAT_RGBA8, frame_data)); //zero copy image creation
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texture->update(img); //zero copy send to visual server
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texture->update(img); //zero copy send to rendering server
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frames_pending = 1;
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}
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@ -311,7 +311,7 @@ void VideoStreamPlaybackWebm::update(float p_delta) {
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if (converted) {
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Ref<Image> img = memnew(Image(image.w, image.h, 0, Image::FORMAT_RGBA8, frame_data));
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texture->update(img); //Zero copy send to visual server
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texture->update(img); //Zero copy send to rendering server
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video_frame_done = true;
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}
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}
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@ -398,7 +398,7 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
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baker.end_bake();
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//create the data for visual server
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//create the data for rendering server
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if (p_create_visual_debug) {
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MultiMeshInstance3D *mmi = memnew(MultiMeshInstance3D);
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@ -661,7 +661,7 @@ void Voxelizer::end_bake() {
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_fixup_plot(0, 0);
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}
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//create the data for visual server
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//create the data for rendering server
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int Voxelizer::get_voxel_gi_octree_depth() const {
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return cell_subdiv;
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@ -408,7 +408,7 @@ public:
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Rect2 get_rect() const;
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Rect2 get_global_rect() const;
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Rect2 get_screen_rect() const;
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Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the visual server
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Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the rendering server
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Rect2 get_anchorable_rect() const override;
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void set_rect(const Rect2 &p_rect); // Reset anchors to begin and set rect, for faster container children sorting.
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@ -315,4 +315,4 @@ public:
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~RendererCanvasCull();
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};
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#endif // VISUALSERVERCANVAS_H
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#endif // RENDERING_SERVER_CANVAS_CULL_H
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@ -1158,4 +1158,4 @@ public:
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virtual ~RendererSceneCull();
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};
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#endif // VISUALSERVERSCENE_H
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#endif // RENDERING_SERVER_SCENE_CULL_H
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@ -28,8 +28,8 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUALSERVERVIEWPORT_H
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#define VISUALSERVERVIEWPORT_H
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#ifndef RENDERER_VIEWPORT_H
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#define RENDERER_VIEWPORT_H
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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@ -282,4 +282,4 @@ public:
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virtual ~RendererViewport() {}
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};
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#endif // VISUALSERVERVIEWPORT_H
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#endif // RENDERER_VIEWPORT_H
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@ -38,7 +38,7 @@
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#include "renderer_scene_cull.h"
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#include "rendering_server_globals.h"
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// careful, these may run in different threads than the visual server
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// careful, these may run in different threads than the rendering server
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int RenderingServerDefault::changes = 0;
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@ -1416,7 +1416,7 @@ public:
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/* FREE */
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virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
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virtual void free(RID p_rid) = 0; ///< free RIDs associated with the rendering server
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virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0;
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