Fix dummy rasterizer so that javascript can build again

This commit is contained in:
David Snopek 2020-12-06 18:29:32 -06:00
parent d834789f47
commit 26f1d05400

View File

@ -383,7 +383,7 @@ public:
bool material_is_animated(RID p_material) override { return false; }
bool material_casts_shadows(RID p_material) override { return false; }
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
void material_update_dependency(RID p_material, RendererSceneRender::InstanceBase *p_instance) override {}
void material_update_dependency(RID p_material, InstanceBaseDependency *p_instance) override {}
/* MESH API */
@ -642,8 +642,8 @@ public:
float reflection_probe_get_origin_max_distance(RID p_probe) const override { return 0.0; }
bool reflection_probe_renders_shadows(RID p_probe) const override { return false; }
void base_update_dependency(RID p_base, RendererSceneRender::InstanceBase *p_instance) override {}
void skeleton_update_dependency(RID p_base, RendererSceneRender::InstanceBase *p_instance) override {}
void base_update_dependency(RID p_base, InstanceBaseDependency *p_instance) override {}
void skeleton_update_dependency(RID p_base, InstanceBaseDependency *p_instance) override {}
/* DECAL API */
@ -826,8 +826,8 @@ public:
int particles_get_draw_passes(RID p_particles) const override { return 0; }
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override { return RID(); }
void particles_add_collision(RID p_particles, RendererSceneRender::InstanceBase *p_instance) override {}
void particles_remove_collision(RID p_particles, RendererSceneRender::InstanceBase *p_instance) override {}
void particles_add_collision(RID p_particles, InstanceBaseDependency *p_instance) override {}
void particles_remove_collision(RID p_particles, InstanceBaseDependency *p_instance) override {}
void update_particles() override {}