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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Addresses roughly half of the C4189 errors though the following methodologies:
1) truly unused vars removed 2) vars leading to remmed out code for debugging remmed in turn. left out: vars in macros.
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b24bdfbc8b
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@ -258,7 +258,6 @@ void IfStmtNode::propagateSwitchExpr(ExprNode *left, bool string)
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U32 IfStmtNode::compileStmt(CodeStream &codeStream, U32 ip)
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{
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U32 start = ip;
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U32 endifIp, elseIp;
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addBreakLine(codeStream);
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@ -340,7 +339,6 @@ U32 LoopStmtNode::compileStmt(CodeStream &codeStream, U32 ip)
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addBreakLine(codeStream);
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codeStream.pushFixScope(true);
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U32 start = ip;
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if(initExpr)
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ip = initExpr->compile(codeStream, ip, TypeReqNone);
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@ -1565,8 +1563,6 @@ U32 FunctionDeclStmtNode::compileStmt(CodeStream &codeStream, U32 ip)
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CodeBlock::smInFunction = false;
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U32 start = ip;
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codeStream.emit(OP_FUNC_DECL);
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codeStream.emitSTE(fnName);
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codeStream.emitSTE(nameSpace);
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@ -435,11 +435,12 @@ static void setFieldComponent( SimObject* object, StringTableEntry field, const
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ConsoleValueRef CodeBlock::exec(U32 ip, const char *functionName, Namespace *thisNamespace, U32 argc, ConsoleValueRef *argv, bool noCalls, StringTableEntry packageName, S32 setFrame)
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{
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/*
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#ifdef TORQUE_DEBUG
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U32 stackStart = STR.mStartStackSize;
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U32 consoleStackStart = CSTK.mStackPos;
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#endif
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*/
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//Con::printf("CodeBlock::exec(%s,%u)", functionName ? functionName : "??", ip);
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static char traceBuffer[1024];
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@ -2244,12 +2245,12 @@ execFinished:
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}
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decRefCount();
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/*
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#ifdef TORQUE_DEBUG
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//AssertFatal(!(STR.mStartStackSize > stackStart), "String stack not popped enough in script exec");
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//AssertFatal(!(STR.mStartStackSize < stackStart), "String stack popped too much in script exec");
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#endif
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*/
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return returnValue;
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}
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@ -578,14 +578,12 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
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const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
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for (U32 i=0; i<2; i++)
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{
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GFX->activateStereoTarget(i);
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Frustum gfxFrustum = originalFrustum;
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const F32 frustumDepth = gfxFrustum.getNearDist();
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MathUtils::makeFovPortFrustum(&gfxFrustum, true, gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[i], eyeTransforms[i]);
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GFX->setFrustum(gfxFrustum);
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@ -77,8 +77,11 @@ bool SphereF::intersectsRay( const Point3F &start, const Point3F &end ) const
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// value for getting the exact
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// intersection point, by interpolating
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// start to end by t.
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/*
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F32 t = 0;
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TORQUE_UNUSED(t);
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*/
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// if t1 is less than zero, the object is in the ray's negative direction
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// and consequently the ray misses the sphere
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@ -308,7 +308,6 @@ void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
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U8 keys = Input::getModifierKeys();
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bool shift = keys & SI_LSHIFT;
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bool ctrl = keys & SI_LCTRL;
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bool alt = keys & SI_LALT;
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if(mMode == mLinkMode && !mMesh.isNull())
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{
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@ -812,12 +812,10 @@ void TerrainMacroMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentL
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, detailInfo, inDet ) );
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Var *baseColor = (Var*)LangElement::find( "baseColor" );
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Var *outColor = (Var*)LangElement::find( "col" );
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meta->addStatement( new GenOp( " @ = lerp( @, @ + @, @ );\r\n",
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outColor, outColor, outColor, detailColor, detailBlend ) );
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//outColor, outColor, baseColor, detailColor, detailBlend ) );
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meta->addStatement( new GenOp( " }\r\n" ) );
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@ -542,7 +542,6 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement( new GenOp( " @ *= @.y * @.w;\r\n",
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detailColor, detailInfo, inDet ) );
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Var *baseColor = (Var*)LangElement::find( "baseColor" );
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Var *outColor = (Var*)LangElement::find( "col" );
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meta->addStatement( new GenOp( " @ += @ * @;\r\n",
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@ -223,7 +223,7 @@ void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata,
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// We need to have a material.
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if ( draw.matIndex & TSDrawPrimitive::NoMaterial )
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continue;
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/*
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#ifdef TORQUE_DEBUG
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// for inspection if you happen to be running in a debugger and can't do bit
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// operations in your head.
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@ -238,7 +238,7 @@ void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata,
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TORQUE_UNUSED(indexed);
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TORQUE_UNUSED(type);
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#endif
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*/
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const U32 matIndex = draw.matIndex & TSDrawPrimitive::MaterialMask;
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BaseMatInstance *matInst = materials->getMaterialInst( matIndex );
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