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| author | Juan Linietsky | 2016-10-19 11:14:41 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2016-10-19 11:14:41 -0300 |
| commit | 4428115916144b45c4697cd65d9c8c093631bec6 (patch) | |
| tree | afff5350ae57ba65b190f16b27db892173d9f43f /core/rid.h | |
| parent | 1527cf8c0d17891dd0ebf99d484f83daa46eba3c (diff) | |
| download | godot-4428115916144b45c4697cd65d9c8c093631bec6.tar.gz godot-4428115916144b45c4697cd65d9c8c093631bec6.tar.zst godot-4428115916144b45c4697cd65d9c8c093631bec6.zip | |
Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
Diffstat (limited to 'core/rid.h')
| -rw-r--r-- | core/rid.h | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/core/rid.h b/core/rid.h index 85a69ac0e..92b7e6ee6 100644 --- a/core/rid.h +++ b/core/rid.h @@ -181,6 +181,14 @@ public: } + + _FORCE_INLINE_ T * getptr(const RID& p_rid) { + + return static_cast<T*>(p_rid.get_data()); + + } + + _FORCE_INLINE_ bool owns(const RID& p_rid) const { if (p_rid.get_data()==NULL) |
