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https://github.com/TorqueGameEngines/Torque3D.git
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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSSortedMesh
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75755e42c0
commit
a310983e49
2 changed files with 25 additions and 25 deletions
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@ -80,10 +80,10 @@ bool TSSortedMesh::buildConvexHull()
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S32 TSSortedMesh::getNumPolys()
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S32 TSSortedMesh::getNumPolys()
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{
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{
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S32 count = 0;
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S32 count = 0;
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S32 cIdx = !clusters.size() ? -1 : 0;
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S32 cIdx = !mClusters.size() ? -1 : 0;
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while (cIdx>=0)
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while (cIdx>=0)
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{
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{
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Cluster & cluster = clusters[cIdx];
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Cluster & cluster = mClusters[cIdx];
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for (S32 i=cluster.startPrimitive; i<cluster.endPrimitive; i++)
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for (S32 i=cluster.startPrimitive; i<cluster.endPrimitive; i++)
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{
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{
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if (mPrimitives[i].matIndex & TSDrawPrimitive::Triangles)
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if (mPrimitives[i].matIndex & TSDrawPrimitive::Triangles)
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@ -117,25 +117,25 @@ void TSSortedMesh::assemble(bool skip)
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S32 numClusters = tsalloc.get32();
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S32 numClusters = tsalloc.get32();
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S32 * ptr32 = tsalloc.copyToShape32(numClusters*8);
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S32 * ptr32 = tsalloc.copyToShape32(numClusters*8);
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clusters.set(ptr32,numClusters);
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mClusters.set(ptr32,numClusters);
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S32 sz = tsalloc.get32();
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S32 sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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ptr32 = tsalloc.copyToShape32(sz);
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startCluster.set(ptr32,sz);
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mStartCluster.set(ptr32,sz);
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sz = tsalloc.get32();
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sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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ptr32 = tsalloc.copyToShape32(sz);
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firstVerts.set(ptr32,sz);
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mFirstVerts.set(ptr32,sz);
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sz = tsalloc.get32();
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sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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ptr32 = tsalloc.copyToShape32(sz);
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numVerts.set(ptr32,sz);
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mNumVerts.set(ptr32,sz);
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sz = tsalloc.get32();
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sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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ptr32 = tsalloc.copyToShape32(sz);
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firstTVerts.set(ptr32,sz);
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mFirstTVerts.set(ptr32,sz);
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alwaysWriteDepth = tsalloc.get32()!=0;
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mAlwaysWriteDepth = tsalloc.get32()!=0;
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tsalloc.checkGuard();
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tsalloc.checkGuard();
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}
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}
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@ -144,22 +144,22 @@ void TSSortedMesh::disassemble()
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{
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{
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TSMesh::disassemble();
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TSMesh::disassemble();
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tsalloc.set32(clusters.size());
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tsalloc.set32(mClusters.size());
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tsalloc.copyToBuffer32((S32*)clusters.address(),clusters.size()*8);
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tsalloc.copyToBuffer32((S32*)mClusters.address(),mClusters.size()*8);
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tsalloc.set32(startCluster.size());
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tsalloc.set32(mStartCluster.size());
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tsalloc.copyToBuffer32((S32*)startCluster.address(),startCluster.size());
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tsalloc.copyToBuffer32((S32*)mStartCluster.address(),mStartCluster.size());
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tsalloc.set32(firstVerts.size());
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tsalloc.set32(mFirstVerts.size());
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tsalloc.copyToBuffer32((S32*)firstVerts.address(),firstVerts.size());
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tsalloc.copyToBuffer32((S32*)mFirstVerts.address(),mFirstVerts.size());
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tsalloc.set32(numVerts.size());
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tsalloc.set32(mNumVerts.size());
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tsalloc.copyToBuffer32((S32*)numVerts.address(),numVerts.size());
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tsalloc.copyToBuffer32((S32*)mNumVerts.address(),mNumVerts.size());
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tsalloc.set32(firstTVerts.size());
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tsalloc.set32(mFirstTVerts.size());
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tsalloc.copyToBuffer32((S32*)firstTVerts.address(),firstTVerts.size());
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tsalloc.copyToBuffer32((S32*)mFirstTVerts.address(),mFirstTVerts.size());
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tsalloc.set32(alwaysWriteDepth ? 1 : 0);
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tsalloc.set32(mAlwaysWriteDepth ? 1 : 0);
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tsalloc.setGuard();
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tsalloc.setGuard();
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}
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}
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@ -48,14 +48,14 @@ public:
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///< if frontCluster==backCluster, no plane to test against...
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///< if frontCluster==backCluster, no plane to test against...
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};
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};
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Vector<Cluster> clusters; ///< All of the clusters of primitives to be drawn
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Vector<Cluster> mClusters; ///< All of the clusters of primitives to be drawn
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Vector<S32> startCluster; ///< indexed by frame number
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Vector<S32> mStartCluster; ///< indexed by frame number
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Vector<S32> firstVerts; ///< indexed by frame number
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Vector<S32> mFirstVerts; ///< indexed by frame number
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Vector<S32> numVerts; ///< indexed by frame number
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Vector<S32> mNumVerts; ///< indexed by frame number
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Vector<S32> firstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both)
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Vector<S32> mFirstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both)
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/// sometimes, we want to write the depth value to the frame buffer even when object is translucent
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/// sometimes, we want to write the depth value to the frame buffer even when object is translucent
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bool alwaysWriteDepth;
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bool mAlwaysWriteDepth;
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// render methods..
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// render methods..
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void render(S32 frame, S32 matFrame, TSMaterialList *);
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void render(S32 frame, S32 matFrame, TSMaterialList *);
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