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https://github.com/TorqueGameEngines/Torque3D.git
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unused variable cleanup
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1131ed15df
commit
cc9955e102
9 changed files with 0 additions and 35 deletions
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@ -681,7 +681,6 @@ void TSShape::initVertexBuffers()
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if (TSSkinMesh::smDebugSkinVerts)
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{
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U32 vertsInBuffer = mShapeVertexData.size / mVertexSize;
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U32 primsInBuffer = piInput - mShapeVertexIndices->mPrimitiveArray;
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U32 indsInBuffer = ibIndices - indicesStart;
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for (U32 i = 0; i < primStart; i++)
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@ -723,7 +722,6 @@ void TSShape::getVertexBuffer(TSVertexBufferHandle &vb, GFXBufferType bufferType
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{
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vb.set(GFX, mVertexSize, &mVertexFormat, mShapeVertexData.size / mVertexSize, bufferType);
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U8 *vertexData = mShapeVertexData.base;
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U8 *vertPtr = vb.lock();
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dMemcpy(vertPtr, mShapeVertexData.base, mShapeVertexData.size);
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vb.unlock();
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@ -770,12 +768,6 @@ void TSShape::initVertexBufferPointers()
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void TSShape::initVertexFeatures()
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{
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bool hasColors = false;
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bool hasTexcoord2 = false;
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bool hasSkin = false;
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U32 vertStart = 0;
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U32 primStart = 0;
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U32 indStart = 0;
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if (!needsBufferUpdate())
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{
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@ -876,7 +868,6 @@ void TSShape::initVertexFeatures()
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for (Vector<TSMesh*>::iterator iter = meshes.begin(); iter != meshes.end(); iter++)
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{
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TSMesh *mesh = *iter;
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U32 idx = iter - meshes.begin();
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if (!mesh ||
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(mesh->getMeshType() != TSMesh::StandardMeshType &&
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@ -1457,7 +1448,6 @@ void TSShape::assembleShape()
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if (tsalloc.getBuffer() && vboSize > 0)
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{
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U8 *vertexData = (U8*)dMalloc_aligned(vboSize, 16);
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U8 *vertexDataPtr = vertexData;
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dMemcpy(vertexData, vboData, vboSize);
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mShapeVertexData.set(vertexData, vboSize);
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mShapeVertexData.vertexDataReady = true;
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@ -1759,8 +1749,6 @@ void TSShape::disassembleShape()
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{
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// Vertex format now included with mesh data. Note this doesn't include index data which
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// is constructed directly in the buffer from the meshes
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S8 *vboData = NULL;
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S32 vboSize = 0;
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mBasicVertexFormat.writeAlloc(&tsalloc);
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