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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +00:00
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0d981b62cf
commit
e0ab3830af
9 changed files with 120 additions and 93 deletions
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@ -56,8 +56,8 @@ GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *p
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glGenBuffers(1, &mBuffer);
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}
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GFXGLTextureObject::~GFXGLTextureObject()
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{
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GFXGLTextureObject::~GFXGLTextureObject()
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{
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glDeleteTextures(1, &mHandle);
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glDeleteBuffers(1, &mBuffer);
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delete[] mZombieCache;
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@ -81,7 +81,7 @@ GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
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{
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mLockedRectRect = RectI(0, 0, width, height);
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}
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mLockedRect.pitch = mLockedRectRect.extent.x * mBytesPerTexel;
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// CodeReview [ags 12/19/07] This one texel boundary is necessary to keep the clipmap code from crashing. Figure out why.
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@ -93,7 +93,7 @@ GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
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#ifdef TORQUE_DEBUG
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mFrameAllocatorMarkGuard = FrameAllocator::getWaterMark();
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#endif
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if( !mLockedRect.bits )
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return NULL;
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@ -117,12 +117,12 @@ void GFXGLTextureObject::unlock(U32 mipLevel)
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glTexSubImage3D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y, z,
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mLockedRectRect.extent.x, mLockedRectRect.extent.y, z, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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else if(mBinding == GL_TEXTURE_2D)
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glTexSubImage2D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
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glTexSubImage2D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
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mLockedRectRect.extent.x, mLockedRectRect.extent.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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else if(mBinding == GL_TEXTURE_1D)
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glTexSubImage1D(mBinding, mipLevel, (mLockedRectRect.point.x > 1 ? mLockedRectRect.point.x : mLockedRectRect.point.y),
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glTexSubImage1D(mBinding, mipLevel, (mLockedRectRect.point.x > 1 ? mLockedRectRect.point.x : mLockedRectRect.point.y),
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(mLockedRectRect.extent.x > 1 ? mLockedRectRect.extent.x : mLockedRectRect.extent.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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mLockedRect.bits = NULL;
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@ -138,7 +138,7 @@ void GFXGLTextureObject::release()
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{
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glDeleteTextures(1, &mHandle);
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glDeleteBuffers(1, &mBuffer);
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mHandle = 0;
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mBuffer = 0;
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}
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@ -174,7 +174,7 @@ bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
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U8 srcBytesPerPixel = GFXFormat_getByteSize( mFormat );
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FrameAllocatorMarker mem;
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U32 mipLevels = getMipLevels();
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for (U32 mip = 0; mip < mipLevels; mip++)
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@ -204,7 +204,8 @@ bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
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}
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}
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}
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glBindTexture(mBinding, NULL);
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//XXTH orig: glBindTexture(mBinding, NULL);
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glBindTexture(mBinding, 0);
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return true;
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}
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@ -236,8 +237,8 @@ U8* GFXGLTextureObject::getTextureData( U32 mip )
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AssertFatal( mMipLevels, "");
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mip = (mip < mMipLevels) ? mip : 0;
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const U32 dataSize = ImageUtil::isCompressedFormat(mFormat)
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? getCompressedSurfaceSize( mFormat, mTextureSize.x, mTextureSize.y, mip )
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const U32 dataSize = ImageUtil::isCompressedFormat(mFormat)
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? getCompressedSurfaceSize( mFormat, mTextureSize.x, mTextureSize.y, mip )
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: (mTextureSize.x >> mip) * (mTextureSize.y >> mip) * mBytesPerTexel;
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U8* data = new U8[dataSize];
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@ -258,10 +259,10 @@ void GFXGLTextureObject::copyIntoCache()
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U32 cacheSize = mTextureSize.x * mTextureSize.y;
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if(mBinding == GL_TEXTURE_3D)
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cacheSize *= mTextureSize.z;
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cacheSize *= mBytesPerTexel;
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mZombieCache = new U8[cacheSize];
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glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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}
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@ -269,7 +270,7 @@ void GFXGLTextureObject::reloadFromCache()
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{
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if(!mZombieCache)
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return;
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if(mBinding == GL_TEXTURE_3D)
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{
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static_cast<GFXGLTextureManager*>(TEXMGR)->_loadTexture(this, mZombieCache);
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@ -277,7 +278,7 @@ void GFXGLTextureObject::reloadFromCache()
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mZombieCache = NULL;
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return;
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}
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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@ -285,10 +286,10 @@ void GFXGLTextureObject::reloadFromCache()
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glTexSubImage2D(mBinding, 0, 0, 0, mTextureSize.x, mTextureSize.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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else if(mBinding == GL_TEXTURE_1D)
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glTexSubImage1D(mBinding, 0, 0, (mTextureSize.x > 1 ? mTextureSize.x : mTextureSize.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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if(mMipLevels != 1)
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glGenerateMipmap(mBinding);
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delete[] mZombieCache;
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mZombieCache = NULL;
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mIsZombie = false;
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@ -298,11 +299,11 @@ void GFXGLTextureObject::zombify()
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{
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if(mIsZombie)
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return;
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mIsZombie = true;
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if(!mProfile->doStoreBitmap() && !mProfile->isRenderTarget() && !mProfile->isDynamic() && !mProfile->isZTarget())
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copyIntoCache();
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release();
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}
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@ -310,7 +311,7 @@ void GFXGLTextureObject::resurrect()
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{
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if(!mIsZombie)
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return;
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glGenTextures(1, &mHandle);
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glGenBuffers(1, &mBuffer);
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}
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@ -329,6 +330,6 @@ const String GFXGLTextureObject::describeSelf() const
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{
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String ret = Parent::describeSelf();
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ret += String::ToString(" GL Handle: %i", mHandle);
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return ret;
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}
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@ -33,7 +33,7 @@ bool PopupMenu::smSelectionEventHandled = false;
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/// Event class used to remove popup menus from the event notification in a safe way
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class PopUpNotifyRemoveEvent : public SimEvent
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{
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{
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public:
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void process(SimObject *object)
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{
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@ -46,7 +46,8 @@ public:
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//-----------------------------------------------------------------------------
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PopupMenu::PopupMenu()
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{
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mMenuItems = NULL;
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//XXTH orig mMenuItems = NULL;
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mMenuItems = 0;
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mMenuBarCtrl = nullptr;
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mBarTitle = StringTable->EmptyString();
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@ -115,7 +116,7 @@ void PopupMenu::onMenuSelect()
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//-----------------------------------------------------------------------------
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void PopupMenu::handleSelectEvent(U32 popID, U32 command)
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{
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{
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}
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//-----------------------------------------------------------------------------
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@ -199,7 +200,7 @@ bool PopupMenu::setItem(S32 pos, const char *title, const char* accelerator, con
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{
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mMenuItems[i].mID = pos;
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mMenuItems[i].mCMD = cmd;
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if (accelerator && accelerator[0])
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mMenuItems[i].mAccelerator = dStrdup(accelerator);
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else
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@ -207,7 +208,7 @@ bool PopupMenu::setItem(S32 pos, const char *title, const char* accelerator, con
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return true;
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}
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}
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return false;
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}
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@ -20,7 +20,8 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef __APPLE__
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//XXTH orig #ifndef __APPLE__
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#if not defined (__APPLE__) //and not defined (__FreeBSD__)
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#include <fstream>
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#include <iostream>
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@ -40,12 +41,15 @@ Platform::SystemInfo_struct Platform::SystemInfo;
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static inline void rtrim(std::string &s)
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{
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s.erase(std::find_if(s.rbegin(), s.rend(), std::not1(std::ptr_fun<int, int>(std::isspace))).base(), s.end());
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//XXTH deprecated! s.erase(std::find_if(s.rbegin(), s.rend(), std::not1(std::ptr_fun<int, int>(std::isspace))).base(), s.end());
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//FIXME !!!! s.erase(std::find_if(s.rbegin(), s.rend(), static_cast<int(*)(int)>(std::isspace).base(), s.end());
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}
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static inline void ltrim(std::string &s)
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{
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s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun<int, int>(std::isspace))));
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//XXTH deprecated! s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun<int, int>(std::isspace))));
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//using lambada
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s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](int c) {return !std::isspace(c);}));
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}
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static void getCPUInformation()
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@ -183,7 +187,7 @@ static void getCPUInformation()
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SetProcessorInfo(Platform::SystemInfo.processor, vendorString.c_str(), brandString.c_str());
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}
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void Processor::init()
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void Processor::init()
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{
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getCPUInformation();
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@ -244,11 +248,11 @@ namespace CPUInfo
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}
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else if (!Platform::SystemInfo.processor.isHyperThreaded && Platform::SystemInfo.processor.numPhysicalProcessors == 1)
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{
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return CONFIG_SingleCoreAndHTNotCapable;
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return CONFIG_SingleCoreAndHTNotCapable;
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}
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return CONFIG_MultiCoreAndHTEnabled;
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}
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}; // namespace CPUInfo
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#endif
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#endif
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@ -65,7 +65,7 @@ class TSCallback
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{
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public:
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virtual ~TSCallback() {}
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virtual void setNodeTransform(TSShapeInstance * si, S32 nodeIndex, MatrixF & localTransform) = 0;
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};
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@ -114,13 +114,13 @@ class TSShapeInstance
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struct ObjectInstance
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{
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virtual ~ObjectInstance() {}
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/// this needs to be set before using an objectInstance...tells us where to
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/// look for the transforms...gets set be shape instance 'setStatics' method
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const Vector<MatrixF> *mTransforms;
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S32 nodeIndex;
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/// Gets the transform of this object
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inline const MatrixF& getTransform() const
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{
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@ -166,8 +166,8 @@ class TSShapeInstance
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/// If true this mesh is forced to be hidden
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/// regardless of the animation state.
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bool forceHidden;
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/// The time at which this mesh
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/// The time at which this mesh
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/// was last rendered.
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U32 mLastTime;
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@ -248,7 +248,7 @@ class TSShapeInstance
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static Vector<TSThread*> smTranslationThreads;
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static Vector<TSThread*> smScaleThreads;
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/// @}
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TSMaterialList* mMaterialList; ///< by default, points to hShape material list
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//-------------------------------------------------------------------------------------
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// Misc.
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@ -333,17 +333,17 @@ protected:
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TSShape* getShape() const { return mShape; }
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TSMaterialList* getMaterialList() const { return mMaterialList; }
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/// Set the material list without taking ownership.
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/// @see cloneMaterialList
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void setMaterialList( TSMaterialList *matList );
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/// Call this to own the material list -- i.e., we'll make a copy of the
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/// Call this to own the material list -- i.e., we'll make a copy of the
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/// currently set material list and be responsible for deleting it. You
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/// can pass an optional feature set for initializing the cloned materials.
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void cloneMaterialList( const FeatureSet *features = NULL );
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void cloneMaterialList( const FeatureSet *features = NULL );
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/// Initializes or re-initializes the material list with
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/// Initializes or re-initializes the material list with
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/// an optional feature set.
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void initMaterialList( const FeatureSet *features = NULL );
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@ -469,7 +469,7 @@ protected:
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static F32 smDetailAdjust;
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/// If this is set to a positive pixel value shapes
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/// with a smaller pixel size than this will skip
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/// with a smaller pixel size than this will skip
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/// rendering entirely.
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static F32 smSmallestVisiblePixelSize;
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@ -490,7 +490,7 @@ protected:
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void renderDebugNormals( F32 normalScalar, S32 dl );
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/// Render all node transforms as small axis gizmos. It is recommended
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/// that prior to calling this, shapeInstance::animate is called so that
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/// that prior to calling this, shapeInstance::animate is called so that
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/// nodes are in object space and that the GFX state is setup for
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/// rendering in model space.
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void renderDebugNodes();
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@ -518,7 +518,7 @@ protected:
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/// Sets the 'forceHidden' state on the named mesh.
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/// @see MeshObjectInstance::forceHidden
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void setMeshForceHidden( const char *meshName, bool hidden );
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/// Sets the 'forceHidden' state on a mesh.
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/// @see MeshObjectInstance::forceHidden
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void setMeshForceHidden( S32 meshIndex, bool hidden );
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@ -558,8 +558,8 @@ protected:
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void setCurrentDetail( S32 dl, F32 intraDL = 1.0f );
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/// Helper function which internally calls setDetailFromDistance.
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S32 setDetailFromPosAndScale( const SceneRenderState *state,
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const Point3F &pos,
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S32 setDetailFromPosAndScale( const SceneRenderState *state,
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const Point3F &pos,
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const Point3F &scale );
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/// Selects the current detail level using the scaled
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@ -788,7 +788,7 @@ class TSThread
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keyPos = 0;
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mSeqPos = 0;
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mShapeInstance = NULL;
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makePath = NULL;
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makePath = false; //XXTH NULL;
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priority = 0;
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sequence = 0;
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timeScale = 1.0f;
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