I thinks that smgr->getFileSystem() will be useful addition to engine
because CSceneManager stores io::IFileSystem* FileSystem; pointer.
If this is restricted only through device in many cases we should passing IrrlichtDevice* pointer like parameter in addition.
getFileSystem from scene manager request
Of course /but I suppose that 2 addition lines of code are not big problem for Irrlicht team . /
Why we should passing device pointer everywhere for access to FileSystem when most classes stores SceneManager pointer?
For example if some user class derivate ISceneNode... we have SceneManager pointer, but not device pointer.
You can try CreateAttribute inside such class and will see why.
Why we should passing device pointer everywhere for access to FileSystem when most classes stores SceneManager pointer?
For example if some user class derivate ISceneNode... we have SceneManager pointer, but not device pointer.
You can try CreateAttribute inside such class and will see why.