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https://github.com/TorqueGameEngines/Torque3D.git
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Issue found with PVS-Studio:
Many instances of a function or expression being used repeatedly, which can lower performance. Fixed it in these cases by creating on local var, reference or pointer that's used instead.
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parent
ec63398042
commit
2002d74b78
38 changed files with 465 additions and 371 deletions
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@ -1171,8 +1171,10 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
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return;
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}
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TSMaterialList* shapeMaterialList = object->getShape()->materialList;
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// Check the mapTo name exists for this shape
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S32 matIndex = object->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
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S32 matIndex = shapeMaterialList->getMaterialNameList().find_next(String(mapTo));
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if (matIndex < 0)
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{
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Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
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@ -1190,13 +1192,13 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
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// Replace instances with the new material being traded in. Lets make sure that we only
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// target the specific targets per inst, this is actually doing more than we thought
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delete object->getShape()->materialList->mMatInstList[matIndex];
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object->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
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delete shapeMaterialList->mMatInstList[matIndex];
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shapeMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
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// Finish up preparing the material instances for rendering
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const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
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FeatureSet features = MATMGR->getDefaultFeatures();
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object->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
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shapeMaterialList->getMaterialInst(matIndex)->init(features, flags);
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}
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DefineEngineMethod( TSStatic, getModelFile, const char *, (),,
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