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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 14:00:39 +00:00
Simple pass over the codebase to standardize the platform types.
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189 changed files with 824 additions and 824 deletions
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@ -48,11 +48,11 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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FrameTemp<TriData> triangleData(NumPrimitives);
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U32 curIdx = 0;
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for(int tri = 0; tri < NumPrimitives; tri++)
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for(S32 tri = 0; tri < NumPrimitives; tri++)
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{
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TriData &curTri = triangleData[tri];
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for(int c = 0; c < 3; c++)
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for(S32 c = 0; c < 3; c++)
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{
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const U32 &curVIdx = indices[curIdx];
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AssertFatal(curVIdx < numVerts, "Out of range index.");
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@ -71,7 +71,7 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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// Allocate per-vertex triangle lists, and calculate the starting score of
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// each of the verts
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for(int v = 0; v < numVerts; v++)
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for(S32 v = 0; v < numVerts; v++)
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{
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VertData &curVert = vertexData[v];
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curVert.triIndex = new S32[curVert.numUnaddedReferences];
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@ -89,11 +89,11 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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// Fill-in per-vertex triangle lists, and sum the scores of each vertex used
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// per-triangle, to get the starting triangle score
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curIdx = 0;
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for(int tri = 0; tri < NumPrimitives; tri++)
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for(S32 tri = 0; tri < NumPrimitives; tri++)
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{
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TriData &curTri = triangleData[tri];
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for(int c = 0; c < 3; c++)
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for(S32 c = 0; c < 3; c++)
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{
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const U32 &curVIdx = indices[curIdx];
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AssertFatal(curVIdx < numVerts, "Out of range index.");
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@ -117,7 +117,7 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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// Step 2: Start emitting triangles...this is the emit loop
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//
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LRUCacheModel lruCache;
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for(int outIdx = 0; outIdx < numIndices; /* this space intentionally left blank */ )
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for(S32 outIdx = 0; outIdx < numIndices; /* this space intentionally left blank */ )
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{
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// If there is no next best triangle, than search for the next highest
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// scored triangle that isn't in the list already
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@ -127,7 +127,7 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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nextBestTriScore = nextNextBestTriScore = -1.0f;
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nextBestTriIdx = nextNextBestTriIdx = -1;
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for(int tri = 0; tri < NumPrimitives; tri++)
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for(S32 tri = 0; tri < NumPrimitives; tri++)
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{
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TriData &curTri = triangleData[tri];
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@ -143,7 +143,7 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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// Emit the next best triangle
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TriData &nextBestTri = triangleData[nextBestTriIdx];
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AssertFatal(!nextBestTri.isInList, "Next best triangle already in list, this is no good.");
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for(int i = 0; i < 3; i++)
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for(S32 i = 0; i < 3; i++)
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{
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// Emit index
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outIndices[outIdx++] = IndexType(nextBestTri.vertIdx[i]);
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@ -151,7 +151,7 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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// Update the list of triangles on the vert
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VertData &curVert = vertexData[nextBestTri.vertIdx[i]];
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curVert.numUnaddedReferences--;
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for(int t = 0; t < curVert.numReferences; t++)
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for(S32 t = 0; t < curVert.numReferences; t++)
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{
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if(curVert.triIndex[t] == nextBestTriIdx)
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{
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@ -184,7 +184,7 @@ void OptimizeTriangleOrdering(const dsize_t numVerts, const dsize_t numIndices,
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{
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tri.score = 0.0f;
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for(int i = 0; i < 3; i++)
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for(S32 i = 0; i < 3; i++)
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tri.score += vertexData[tri.vertIdx[i]].score;
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_CHECK_NEXT_BEST(tri.score, *itr);
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@ -288,12 +288,12 @@ void LRUCacheModel::enforceSize(const dsize_t maxSize, Vector<U32> &outTrisToUpd
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// Update cache position on verts still in cache
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vData.cachePosition = length++;
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for(int i = 0; i < vData.numReferences; i++)
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for(S32 i = 0; i < vData.numReferences; i++)
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{
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const S32 &triIdx = vData.triIndex[i];
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if(triIdx > -1)
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{
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int j = 0;
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S32 j = 0;
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for(; j < outTrisToUpdate.size(); j++)
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if(outTrisToUpdate[j] == triIdx)
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break;
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