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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-25 06:15:36 +00:00
Replaced StringTable->insert("") with StringTable->EmptyString()
This commit is contained in:
parent
bcc5459818
commit
27e2871b01
33 changed files with 304 additions and 304 deletions
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@ -64,16 +64,16 @@
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class fxFoliageItem
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{
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public:
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MatrixF Transform;
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F32 Width;
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F32 Height;
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Box3F FoliageBox;
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bool Flipped;
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MatrixF Transform;
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F32 Width;
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F32 Height;
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Box3F FoliageBox;
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bool Flipped;
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F32 SwayPhase;
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F32 SwayTimeRatio;
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F32 LightPhase;
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F32 LightPhase;
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F32 LightTimeRatio;
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U32 LastFrameSerialID;
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U32 LastFrameSerialID;
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};
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//------------------------------------------------------------------------------
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@ -104,9 +104,9 @@ public:
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Box3F QuadrantBox;
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fxFoliageQuadrantNode* QuadrantChildNode[4];
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Vector<fxFoliageItem*> RenderList;
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// Used in DrawIndexPrimitive call.
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U32 startIndex;
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U32 primitiveCount;
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// Used in DrawIndexPrimitive call.
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U32 startIndex;
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U32 primitiveCount;
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};
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@ -152,7 +152,7 @@ protected:
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void CreateFoliage(void);
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void DestroyFoliage(void);
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void DestroyFoliageItems();
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void DestroyFoliageItems();
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void SyncFoliageReplicators(void);
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@ -172,11 +172,11 @@ protected:
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Vector<fxFoliageItem*> mReplicatedFoliage;
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fxFoliageRenderList mFrustumRenderSet;
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GFXVertexBufferHandle<GFXVertexFoliage> mVertexBuffer;
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GFXPrimitiveBufferHandle mPrimBuffer;
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GFXVertexBufferHandle<GFXVertexFoliage> mVertexBuffer;
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GFXPrimitiveBufferHandle mPrimBuffer;
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GFXShaderRef mShader;
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ShaderData* mShaderData;
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GBitmap* mAlphaLookup;
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GBitmap* mAlphaLookup;
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MRandomLCG RandomGen;
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F32 mFadeInGradient;
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@ -193,8 +193,8 @@ protected:
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U32 mNextAllocatedNodeIdx; // Next Allocated Node Index.
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U32 mBillboardsAcquired; // Billboards Acquired.
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// Used for alpha lookup in the pixel shader
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GFXTexHandle mAlphaTexture;
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// Used for alpha lookup in the pixel shader
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GFXTexHandle mAlphaTexture;
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GFXStateBlockRef mPlacementSB;
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GFXStateBlockRef mRenderSB;
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@ -223,15 +223,15 @@ protected:
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bool mDirty;
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void SetupShader();
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void SetupBuffers();
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void SetupBuffers();
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void renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance*);
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void renderBuffers(SceneRenderState* state);
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void renderArc(const F32 fRadiusX, const F32 fRadiusY);
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void renderPlacementArea(const F32 ElapsedTime);
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void renderQuad(fxFoliageQuadrantNode* quadNode, const MatrixF& RenderTransform, const bool UseDebug);
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void computeAlphaTex();
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void renderBuffers(SceneRenderState* state);
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void renderArc(const F32 fRadiusX, const F32 fRadiusY);
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void renderPlacementArea(const F32 ElapsedTime);
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void renderQuad(fxFoliageQuadrantNode* quadNode, const MatrixF& RenderTransform, const bool UseDebug);
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void computeAlphaTex();
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public:
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fxFoliageReplicator();
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~fxFoliageReplicator();
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@ -325,7 +325,7 @@ public:
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mUseDebugInfo = false;
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mDebugBoxHeight = 1.0f;
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mSeed = 1376312589;
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mFoliageFile = StringTable->insert("");
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mFoliageFile = StringTable->EmptyString();
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mFoliageTexture = GFXTexHandle();
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mFoliageCount = 10;
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mFoliageRetries = 100;
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@ -153,7 +153,7 @@ public:
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{
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// Set Defaults.
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mSeed = 1376312589;
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mShapeFile = StringTable->insert("");
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mShapeFile = StringTable->EmptyString();
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mShapeCount = 10;
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mShapeRetries = 100;
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mInnerRadiusX = 0;
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@ -129,10 +129,10 @@ PrecipitationData::PrecipitationData()
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{
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soundProfile = NULL;
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mDropName = StringTable->insert("");
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mDropShaderName = StringTable->insert("");
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mSplashName = StringTable->insert("");
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mSplashShaderName = StringTable->insert("");
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mDropName = StringTable->EmptyString();
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mDropShaderName = StringTable->EmptyString();
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mSplashName = StringTable->EmptyString();
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mSplashShaderName = StringTable->EmptyString();
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mDropsPerSide = 4;
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mSplashesPerSide = 2;
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@ -57,7 +57,7 @@ RibbonData::RibbonData()
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mUseFadeOut = false;
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mFadeAwayStep = 0.032f;
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segmentsPerUpdate = 1;
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mMatName = StringTable->insert("");
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mMatName = StringTable->EmptyString();
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mTileScale = 1.0f;
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mFixedTexcoords = false;
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mSegmentSkipAmount = 0;
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@ -318,7 +318,7 @@ void Ribbon::processTick(const Move* move)
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safeDeleteObject();
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return;
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//}
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//mSegmentPoints.pop_back();
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//mSegmentPoints.pop_back();
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}
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@ -456,7 +456,7 @@ void Ribbon::setShaderParams() {
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F32 length = (F32)mDataBlock->mRibbonLength;
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Point3F radius(numSegments / length, numSegments, length);
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MaterialParameters* matParams = mRibbonMat->getMaterialParameters();
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matParams->setSafe( mRadiusSC, radius );
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matParams->setSafe( mRadiusSC, radius );
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}
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//--------------------------------------------------------------------------
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