* \endcode\r
* If you would like to implement and add your own file format loader to Irrlicht,\r
* see addExternalMeshLoader().\r
- * \param filename: Filename of the mesh to load.\r
- * \param alternativeCacheName: In case you want to have the mesh under another name in the cache (to create real copies)\r
+ * \param file File handle of the mesh to load.\r
* \return Null if failed, otherwise pointer to the mesh.\r
* This pointer should not be dropped. See IReferenceCounted::drop() for more information.\r
**/\r
- virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName=io::path("")) = 0;\r
-\r
- //! Get pointer to an animateable mesh. Loads the file if not loaded already.\r
- /** Works just as getMesh(const char* filename). If you want to\r
- remove a loaded mesh from the cache again, use removeMesh().\r
- \param file File handle of the mesh to load.\r
- \return NULL if failed and pointer to the mesh if successful.\r
- This pointer should not be dropped. See\r
- IReferenceCounted::drop() for more information. */\r
virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;\r
\r
//! Get interface to the mesh cache which is shared between all existing scene managers.\r
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */\r
virtual video::IVideoDriver* getVideoDriver() = 0;\r
\r
- //! Get the active FileSystem\r
- /** \return Pointer to the FileSystem\r
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */\r
- virtual io::IFileSystem* getFileSystem() = 0;\r
-\r
//! Adds a scene node for rendering an animated mesh model.\r
/** \param mesh: Pointer to the loaded animated mesh to be displayed.\r
\param parent: Parent of the scene node. Can be NULL if no parent.\r