Replaced StringTable->insert("") with StringTable->EmptyString()

This commit is contained in:
Thomas "elfprince13" Dickerson 2017-01-11 23:21:29 -05:00
parent bcc5459818
commit 27e2871b01
33 changed files with 304 additions and 304 deletions

View file

@ -64,16 +64,16 @@
class fxFoliageItem
{
public:
MatrixF Transform;
F32 Width;
F32 Height;
Box3F FoliageBox;
bool Flipped;
MatrixF Transform;
F32 Width;
F32 Height;
Box3F FoliageBox;
bool Flipped;
F32 SwayPhase;
F32 SwayTimeRatio;
F32 LightPhase;
F32 LightPhase;
F32 LightTimeRatio;
U32 LastFrameSerialID;
U32 LastFrameSerialID;
};
//------------------------------------------------------------------------------
@ -104,9 +104,9 @@ public:
Box3F QuadrantBox;
fxFoliageQuadrantNode* QuadrantChildNode[4];
Vector<fxFoliageItem*> RenderList;
// Used in DrawIndexPrimitive call.
U32 startIndex;
U32 primitiveCount;
// Used in DrawIndexPrimitive call.
U32 startIndex;
U32 primitiveCount;
};
@ -152,7 +152,7 @@ protected:
void CreateFoliage(void);
void DestroyFoliage(void);
void DestroyFoliageItems();
void DestroyFoliageItems();
void SyncFoliageReplicators(void);
@ -172,11 +172,11 @@ protected:
Vector<fxFoliageItem*> mReplicatedFoliage;
fxFoliageRenderList mFrustumRenderSet;
GFXVertexBufferHandle<GFXVertexFoliage> mVertexBuffer;
GFXPrimitiveBufferHandle mPrimBuffer;
GFXVertexBufferHandle<GFXVertexFoliage> mVertexBuffer;
GFXPrimitiveBufferHandle mPrimBuffer;
GFXShaderRef mShader;
ShaderData* mShaderData;
GBitmap* mAlphaLookup;
GBitmap* mAlphaLookup;
MRandomLCG RandomGen;
F32 mFadeInGradient;
@ -193,8 +193,8 @@ protected:
U32 mNextAllocatedNodeIdx; // Next Allocated Node Index.
U32 mBillboardsAcquired; // Billboards Acquired.
// Used for alpha lookup in the pixel shader
GFXTexHandle mAlphaTexture;
// Used for alpha lookup in the pixel shader
GFXTexHandle mAlphaTexture;
GFXStateBlockRef mPlacementSB;
GFXStateBlockRef mRenderSB;
@ -223,15 +223,15 @@ protected:
bool mDirty;
void SetupShader();
void SetupBuffers();
void SetupBuffers();
void renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance*);
void renderBuffers(SceneRenderState* state);
void renderArc(const F32 fRadiusX, const F32 fRadiusY);
void renderPlacementArea(const F32 ElapsedTime);
void renderQuad(fxFoliageQuadrantNode* quadNode, const MatrixF& RenderTransform, const bool UseDebug);
void computeAlphaTex();
void renderBuffers(SceneRenderState* state);
void renderArc(const F32 fRadiusX, const F32 fRadiusY);
void renderPlacementArea(const F32 ElapsedTime);
void renderQuad(fxFoliageQuadrantNode* quadNode, const MatrixF& RenderTransform, const bool UseDebug);
void computeAlphaTex();
public:
fxFoliageReplicator();
~fxFoliageReplicator();
@ -325,7 +325,7 @@ public:
mUseDebugInfo = false;
mDebugBoxHeight = 1.0f;
mSeed = 1376312589;
mFoliageFile = StringTable->insert("");
mFoliageFile = StringTable->EmptyString();
mFoliageTexture = GFXTexHandle();
mFoliageCount = 10;
mFoliageRetries = 100;

View file

@ -153,7 +153,7 @@ public:
{
// Set Defaults.
mSeed = 1376312589;
mShapeFile = StringTable->insert("");
mShapeFile = StringTable->EmptyString();
mShapeCount = 10;
mShapeRetries = 100;
mInnerRadiusX = 0;

View file

@ -129,10 +129,10 @@ PrecipitationData::PrecipitationData()
{
soundProfile = NULL;
mDropName = StringTable->insert("");
mDropShaderName = StringTable->insert("");
mSplashName = StringTable->insert("");
mSplashShaderName = StringTable->insert("");
mDropName = StringTable->EmptyString();
mDropShaderName = StringTable->EmptyString();
mSplashName = StringTable->EmptyString();
mSplashShaderName = StringTable->EmptyString();
mDropsPerSide = 4;
mSplashesPerSide = 2;

View file

@ -57,7 +57,7 @@ RibbonData::RibbonData()
mUseFadeOut = false;
mFadeAwayStep = 0.032f;
segmentsPerUpdate = 1;
mMatName = StringTable->insert("");
mMatName = StringTable->EmptyString();
mTileScale = 1.0f;
mFixedTexcoords = false;
mSegmentSkipAmount = 0;
@ -318,7 +318,7 @@ void Ribbon::processTick(const Move* move)
safeDeleteObject();
return;
//}
//mSegmentPoints.pop_back();
//mSegmentPoints.pop_back();
}
@ -456,7 +456,7 @@ void Ribbon::setShaderParams() {
F32 length = (F32)mDataBlock->mRibbonLength;
Point3F radius(numSegments / length, numSegments, length);
MaterialParameters* matParams = mRibbonMat->getMaterialParameters();
matParams->setSafe( mRadiusSC, radius );
matParams->setSafe( mRadiusSC, radius );
}
//--------------------------------------------------------------------------