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Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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44 changed files with 124 additions and 258 deletions
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@ -482,8 +482,6 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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featureData.features = features;
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featureData.materialFeatures = features;
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Vector<CustomShaderFeatureData*> customFeatures;
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// Check to see how many vertex shader output
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// registers we're gonna need.
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U32 numTex = 0;
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@ -526,7 +524,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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const bool logErrors = true;// matCount == 1;
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GFXShader::setLogging( logErrors, true );
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pass->shader = SHADERGEN->getShader( featureData, customFeatures, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
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pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
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}
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// If we got a shader then we can continue.
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