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clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
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64 changed files with 260 additions and 255 deletions
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@ -89,21 +89,21 @@ IMPLEMENT_CALLBACK( GuiObjectView, onMouseLeave, void, (),(),
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//------------------------------------------------------------------------------
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GuiObjectView::GuiObjectView()
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: mMaxOrbitDist( 5.0f ),
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mMinOrbitDist( 0.0f ),
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mOrbitDist( 5.0f ),
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mMouseState( None ),
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mModel( NULL ),
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mMountedModel( NULL ),
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: mMouseState( None ),
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mLastMousePoint( 0, 0 ),
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mLastRenderTime( 0 ),
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mRunThread( NULL ),
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mLight( NULL ),
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mAnimationSeq( -1 ),
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mMountNodeName( "mount0" ),
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mMountNode( -1 ),
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mModel( NULL ),
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mMaxOrbitDist( 5.0f ),
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mMinOrbitDist( 0.0f ),
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mCameraRotation( 0.0f, 0.0f, 0.0f ),
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mOrbitDist( 5.0f ),
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mCameraSpeed( 0.01f ),
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mCameraRotation( 0.0f, 0.0f, 0.0f ),
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mMountNode( -1 ),
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mMountNodeName( "mount0" ),
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mMountedModel( NULL ),
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mAnimationSeq( -1 ),
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mRunThread( NULL ),
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mLastRenderTime( 0 ),
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mLight( NULL ),
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mLightColor( 1.0f, 1.0f, 1.0f ),
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mLightAmbient( 0.5f, 0.5f, 0.5f ),
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mLightDirection( 0.f, 0.707f, -0.707f )
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