Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.

This commit is contained in:
Areloch 2020-09-19 18:25:10 -05:00
parent d76c73c252
commit 8956559bfd
44 changed files with 124 additions and 258 deletions

View file

@ -482,8 +482,6 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
featureData.features = features;
featureData.materialFeatures = features;
Vector<CustomShaderFeatureData*> customFeatures;
// Check to see how many vertex shader output
// registers we're gonna need.
U32 numTex = 0;
@ -526,7 +524,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
const bool logErrors = true;// matCount == 1;
GFXShader::setLogging( logErrors, true );
pass->shader = SHADERGEN->getShader( featureData, customFeatures, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
}
// If we got a shader then we can continue.