unnecessarily duplicated var definitions

This commit is contained in:
Azaezel 2018-03-16 17:12:22 -05:00
parent 36c3a4d371
commit c3698c1db6
3 changed files with 19 additions and 19 deletions

View file

@ -1302,14 +1302,14 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
// Loop through batches allocating buffers and submitting render instances.
for ( U32 i = 0; i < batches.size(); i++ )
{
DecalBatch &currentBatch = batches[i];
currentBatch = &batches[i];
// Copy data into the system memory arrays, from all decals in this batch...
DecalVertex *vpPtr = vertData;
U16 *pbPtr = indexData;
U32 lastDecal = currentBatch.startDecal + currentBatch.decalCount;
U32 lastDecal = currentBatch->startDecal + currentBatch->decalCount;
U32 voffset = 0;
U32 ioffset = 0;
@ -1317,13 +1317,13 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
// This is an ugly hack for ProjectedShadow!
GFXTextureObject *customTex = NULL;
for ( U32 j = currentBatch.startDecal; j < lastDecal; j++ )
for ( U32 j = currentBatch->startDecal; j < lastDecal; j++ )
{
DecalInstance *dinst = mDecalQueue[j];
dinst = mDecalQueue[j];
const U32 indxCount =
(dinst->mIndxCount > currentBatch.iCount) ?
currentBatch.iCount : dinst->mIndxCount;
(dinst->mIndxCount > currentBatch->iCount) ?
currentBatch->iCount : dinst->mIndxCount;
for ( U32 k = 0; k < indxCount; k++ )
{
*( pbPtr + ioffset + k ) = dinst->mIndices[k] + voffset;
@ -1332,8 +1332,8 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
ioffset += indxCount;
const U32 vertCount =
(dinst->mVertCount > currentBatch.vCount) ?
currentBatch.vCount : dinst->mVertCount;
(dinst->mVertCount > currentBatch->vCount) ?
currentBatch->vCount : dinst->mVertCount;
dMemcpy( vpPtr + voffset, dinst->mVerts, sizeof( DecalVertex ) * vertCount );
voffset += vertCount;
@ -1342,8 +1342,8 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
customTex = *dinst->mCustomTex;
}
AssertFatal( ioffset == currentBatch.iCount, "bad" );
AssertFatal( voffset == currentBatch.vCount, "bad" );
AssertFatal( ioffset == currentBatch->iCount, "bad" );
AssertFatal( voffset == currentBatch->vCount, "bad" );
// Get handles to video memory buffers we will be filling...
@ -1385,9 +1385,9 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
pb->lock( &pbPtr );
// Memcpy from system to video memory.
const U32 vpCount = sizeof( DecalVertex ) * currentBatch.vCount;
const U32 vpCount = sizeof( DecalVertex ) * currentBatch->vCount;
dMemcpy( vpPtr, vertData, vpCount );
const U32 pbCount = sizeof( U16 ) * currentBatch.iCount;
const U32 pbCount = sizeof( U16 ) * currentBatch->iCount;
dMemcpy( pbPtr, indexData, pbCount );
pb->unlock();
@ -1400,7 +1400,7 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
// Get the best lights for the current camera position
// if the materail is forward lit and we haven't got them yet.
if ( currentBatch.matInst->isForwardLit() && !baseRenderInst.lights[0] )
if ( currentBatch->matInst->isForwardLit() && !baseRenderInst.lights[0] )
{
LightQuery query;
query.init( rootFrustum.getPosition(),
@ -1416,15 +1416,15 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
ri->primBuff = pb;
ri->vertBuff = vb;
ri->matInst = currentBatch.matInst;
ri->matInst = currentBatch->matInst;
ri->prim = renderPass->allocPrim();
ri->prim->type = GFXTriangleList;
ri->prim->minIndex = 0;
ri->prim->startIndex = 0;
ri->prim->numPrimitives = currentBatch.iCount / 3;
ri->prim->numPrimitives = currentBatch->iCount / 3;
ri->prim->startVertex = 0;
ri->prim->numVertices = currentBatch.vCount;
ri->prim->numVertices = currentBatch->vCount;
// Ugly hack for ProjectedShadow!
if ( customTex )
@ -1433,7 +1433,7 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
// The decal bin will contain render instances for both decals and decalRoad's.
// Dynamic decals render last, then editor decals and roads in priority order.
// DefaultKey is sorted in descending order.
ri->defaultKey = currentBatch.dynamic ? 0xFFFFFFFF : (U32)currentBatch.priority;
ri->defaultKey = currentBatch->dynamic ? 0xFFFFFFFF : (U32)currentBatch->priority;
ri->defaultKey2 = 1;//(U32)lastDecal->mDataBlock;
renderPass->addInst( ri );

View file

@ -123,7 +123,7 @@ void DepthSortList::setExtents(Poly & poly, PolyExtents & polyExtents)
polyExtents.zMin = polyExtents.zMax = p.z;
for (S32 i=poly.vertexStart+1; i<poly.vertexStart+poly.vertexCount; i++)
{
Point3F p = mVertexList[mIndexList[i]].point;
p = mVertexList[mIndexList[i]].point;
// x
if (p.x < polyExtents.xMin)

View file

@ -237,7 +237,7 @@ void EarlyOutPolyList::end()
iv.mask = 0;
// Test against the remaining planes
for (U32 i = p + 1; i < mPlaneList.size(); i++)
for (i = p + 1; i < mPlaneList.size(); i++)
if (mPlaneList[i].distToPlane(iv.point) > 0) {
iv.mask = 1 << i;
break;