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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 14:00:39 +00:00
uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
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1230d0d280
commit
0d4221fa59
38 changed files with 176 additions and 360 deletions
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@ -2217,16 +2217,10 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
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return;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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//ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition( componentList );
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var* wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView( wsPosition, meta );
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// Look for a light mask generated from a previous
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// feature (this is done for BL terrain lightmaps).
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LangElement *lightMask = LangElement::find( "lightMask" );
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@ -2280,10 +2274,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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Con::errorf("ShaderGen::RTLightingFeatHLSL() - failed to generate surface!");
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return;
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}
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Var *roughness = (Var*)LangElement::find("roughness");
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Var *metalness = (Var*)LangElement::find("metalness");
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}
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Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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@ -3035,16 +3026,10 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
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return;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
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//ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var* wsPosition = getInWsPosition(componentList);
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var *wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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