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https://github.com/TorqueGameEngines/Torque3D.git
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more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency
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parent
b55db9a143
commit
4615bd6db8
13 changed files with 293 additions and 293 deletions
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@ -1364,9 +1364,9 @@ void TSMesh::prepOpcodeCollision()
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// Figure out how many triangles we have...
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U32 triCount = 0;
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const U32 base = 0;
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for ( U32 i = 0; i < primitives.size(); i++ )
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for ( U32 i = 0; i < mPrimitives.size(); i++ )
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{
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TSDrawPrimitive & draw = primitives[i];
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TSDrawPrimitive & draw = mPrimitives[i];
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const U32 start = draw.start;
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AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
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@ -1396,7 +1396,7 @@ void TSMesh::prepOpcodeCollision()
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}
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// Just do the first trilist for now.
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mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : verts.size() );
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mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : mVerts.size() );
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mi->SetNbTriangles( triCount );
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// Stuff everything into appropriate arrays.
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@ -1407,9 +1407,9 @@ void TSMesh::prepOpcodeCollision()
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mOpPoints = pts;
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// add the polys...
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for ( U32 i = 0; i < primitives.size(); i++ )
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for ( U32 i = 0; i < mPrimitives.size(); i++ )
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{
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TSDrawPrimitive & draw = primitives[i];
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TSDrawPrimitive & draw = mPrimitives[i];
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const U32 start = draw.start;
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AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
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@ -1467,7 +1467,7 @@ void TSMesh::prepOpcodeCollision()
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}
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else
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{
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pts[i].Set( verts[i].x, verts[i].y, verts[i].z );
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pts[i].Set( mVerts[i].x, mVerts[i].y, mVerts[i].z );
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}
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}
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