Removes RenderPath

We can render the game only with shaders so we don't need to support
fixed function pipeline as a separate render path. We only need to know
when to warn a user.

Fixes #6244
This commit is contained in:
Vladislav Belov
2026-07-07 23:12:45 +02:00
parent fb38c8781b
commit 46af67b5bd
13 changed files with 27 additions and 126 deletions
@@ -47,11 +47,6 @@ IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
std::string GetRenderPath()
{
return RenderPathEnum::ToString(g_RenderingOptions.GetRenderPath());
}
std::string GetRenderDebugMode()
{
return RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()).c_str();
@@ -83,7 +78,6 @@ Script::Function::Register<&Set##NAME##Enabled>(rq, "Renderer_Set" #NAME "Enable
void RegisterScriptFunctions(const Script::Request& rq)
{
Script::Function::Register<&GetRenderPath>(rq, "Renderer_GetRenderPath");
Script::Function::Register<&TextureExists>(rq, "TextureExists");
Script::Function::Register<&GetRenderDebugMode>(rq, "Renderer_GetRenderDebugMode");
Script::Function::Register<&SetRenderDebugMode>(rq, "Renderer_SetRenderDebugMode");