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https://github.com/TorqueGameEngines/Torque3D.git
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Simple pass over the codebase to standardize the platform types.
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c75d6feb20
commit
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189 changed files with 824 additions and 824 deletions
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@ -1188,7 +1188,7 @@ void TSSkinMesh::updateSkin( const Vector<MatrixF> &transforms, TSVertexBufferHa
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// set up bone transforms
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PROFILE_START(TSSkinMesh_UpdateTransforms);
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for( int i=0; i<batchData.nodeIndex.size(); i++ )
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for( S32 i=0; i<batchData.nodeIndex.size(); i++ )
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{
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S32 node = batchData.nodeIndex[i];
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sBoneTransforms[i].mul( transforms[node], batchData.initialTransforms[i] );
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@ -1218,7 +1218,7 @@ void TSSkinMesh::updateSkin( const Vector<MatrixF> &transforms, TSVertexBufferHa
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skinnedVert.zero();
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skinnedNorm.zero();
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for( int tOp = 0; tOp < curVert.transformCount; tOp++ )
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for( S32 tOp = 0; tOp < curVert.transformCount; tOp++ )
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{
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const BatchData::TransformOp &transformOp = curVert.transform[tOp];
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@ -1402,7 +1402,7 @@ void TSSkinMesh::createBatchData()
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itr != batchOperations.end(); itr++ )
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{
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const BatchData::BatchedVertex &curTransform = *itr;
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for( int i = 0; i < curTransform.transformCount; i++ )
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for( S32 i = 0; i < curTransform.transformCount; i++ )
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{
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const BatchData::TransformOp &transformOp = curTransform.transform[i];
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@ -1427,8 +1427,8 @@ void TSSkinMesh::createBatchData()
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// Now iterate the resulting operations and convert the vectors to aligned
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// memory locations
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const int numBatchOps = batchData.transformKeys.size();
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for(int i = 0; i < numBatchOps; i++)
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const S32 numBatchOps = batchData.transformKeys.size();
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for(S32 i = 0; i < numBatchOps; i++)
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{
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BatchData::BatchedTransform &curTransform = *batchData.transformBatchOperations.retreive(batchData.transformKeys[i]);
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const S32 numVerts = curTransform._tmpVec->size();
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@ -1446,7 +1446,7 @@ void TSSkinMesh::createBatchData()
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}
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// Now sort the batch data so that the skin function writes close to linear output
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for(int i = 0; i < numBatchOps; i++)
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for(S32 i = 0; i < numBatchOps; i++)
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{
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BatchData::BatchedTransform &curTransform = *batchData.transformBatchOperations.retreive(batchData.transformKeys[i]);
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dQsort(curTransform.alignedMem, curTransform.numElements, sizeof(BatchData::BatchedVertWeight), _sort_BatchedVertWeight);
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@ -2541,7 +2541,7 @@ void TSMesh::assemble( bool skip )
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// need to copy to temporary arrays
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deleteInputArrays = true;
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primIn = new TSDrawPrimitive[szPrimIn];
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for (int i = 0; i < szPrimIn; i++)
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for (S32 i = 0; i < szPrimIn; i++)
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{
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primIn[i].start = prim16[i*2];
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primIn[i].numElements = prim16[i*2+1];
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