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.
This commit is contained in:
Areloch 2015-07-13 22:51:17 -05:00
parent ec63398042
commit 2002d74b78
38 changed files with 465 additions and 371 deletions

View file

@ -1449,14 +1449,15 @@ void TerrainEditor::renderSelection( const Selection & sel, const ColorF & inCol
// walk the points in the selection
for(U32 i = 0; i < sel.size(); i++)
{
Point2I gPos = sel[i].mGridPoint.gridPos;
GridPoint selectedGridPoint = sel[i].mGridPoint;
Point2I gPos = selectedGridPoint.gridPos;
GFXVertexPC *verts = &(vertexBuffer[i * 5]);
bool center = gridToWorld(sel[i].mGridPoint, verts[0].point);
gridToWorld(Point2I(gPos.x + 1, gPos.y), verts[1].point, sel[i].mGridPoint.terrainBlock);
gridToWorld(Point2I(gPos.x + 1, gPos.y + 1), verts[2].point, sel[i].mGridPoint.terrainBlock);
gridToWorld(Point2I(gPos.x, gPos.y + 1), verts[3].point, sel[i].mGridPoint.terrainBlock);
bool center = gridToWorld(selectedGridPoint, verts[0].point);
gridToWorld(Point2I(gPos.x + 1, gPos.y), verts[1].point, selectedGridPoint.terrainBlock);
gridToWorld(Point2I(gPos.x + 1, gPos.y + 1), verts[2].point, selectedGridPoint.terrainBlock);
gridToWorld(Point2I(gPos.x, gPos.y + 1), verts[3].point, selectedGridPoint.terrainBlock);
verts[4].point = verts[0].point;
F32 weight = sel[i].mWeight;

View file

@ -1631,10 +1631,11 @@ void WorldEditor::renderScreenObj( SceneObject *obj, const Point3F& projPos, con
// Save an IconObject for performing icon-click testing later.
mIcons.increment();
mIcons.last().object = obj;
mIcons.last().rect = renderRect;
mIcons.last().dist = projPos.z;
mIcons.last().alpha = iconAlpha;
IconObject& lastIcon = mIcons.last();
lastIcon.object = obj;
lastIcon.rect = renderRect;
lastIcon.dist = projPos.z;
lastIcon.alpha = iconAlpha;
}
//