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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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@ -815,8 +815,10 @@ bool SceneCullingState::isOccludedByTerrain( SceneObject* object ) const
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if( !terrain )
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continue;
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MatrixF terrWorldTransform = terrain->getWorldTransform();
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Point3F localCamPos = getCameraState().getViewPosition();
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terrain->getWorldTransform().mulP( localCamPos );
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terrWorldTransform.mulP(localCamPos);
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F32 height;
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terrain->getHeight( Point2F( localCamPos.x, localCamPos.y ), &height );
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bool aboveTerrain = ( height <= localCamPos.z );
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@ -837,10 +839,10 @@ bool SceneCullingState::isOccludedByTerrain( SceneObject* object ) const
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Point3F ll(rBox.maxExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
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Point3F lr(rBox.maxExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);
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terrain->getWorldTransform().mulP(ul);
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terrain->getWorldTransform().mulP(ur);
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terrain->getWorldTransform().mulP(ll);
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terrain->getWorldTransform().mulP(lr);
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terrWorldTransform.mulP(ul);
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terrWorldTransform.mulP(ur);
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terrWorldTransform.mulP(ll);
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terrWorldTransform.mulP(lr);
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Point3F xBaseL0_s = ul - localCamPos;
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Point3F xBaseL0_e = lr - localCamPos;
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