Replace references to VisualServer in code comments with RenderingServer

VisualServer no longer exists in the `master` branch.
This commit is contained in:
Hugo Locurcio 2021-10-07 15:46:55 +02:00
parent 8afd2171d1
commit bcf4a56c74
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
13 changed files with 18 additions and 18 deletions

View file

@ -71,7 +71,7 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
return;
}
/// Update visual server vertices
/// Update rendering server vertices
const btSoftBody::tNodeArray &nodes(bt_soft_body->m_nodes);
const int nodes_count = nodes.size();
@ -298,11 +298,11 @@ bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
ERR_FAIL_COND_V(p_indices.is_empty(), false);
ERR_FAIL_COND_V(p_vertices.is_empty(), false);
/// Parse visual server indices to physical indices.
/// Merge all overlapping vertices and create a map of physical vertices to visual server
/// Parse rendering server indices to physical indices.
/// Merge all overlapping vertices and create a map of physical vertices to rendering server
{
/// 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
/// 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
Vector<int> vs_indices_to_physics_table;
{ // Map vertices

View file

@ -108,7 +108,7 @@ void VideoStreamPlaybackTheora::video_write() {
Ref<Image> img = memnew(Image(size.x, size.y, 0, Image::FORMAT_RGBA8, frame_data)); //zero copy image creation
texture->update(img); //zero copy send to visual server
texture->update(img); //zero copy send to rendering server
frames_pending = 1;
}

View file

@ -311,7 +311,7 @@ void VideoStreamPlaybackWebm::update(float p_delta) {
if (converted) {
Ref<Image> img = memnew(Image(image.w, image.h, 0, Image::FORMAT_RGBA8, frame_data));
texture->update(img); //Zero copy send to visual server
texture->update(img); //Zero copy send to rendering server
video_frame_done = true;
}
}