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.,
This commit is contained in:
Azaezel 2016-10-14 18:16:55 -05:00
parent 1131ed15df
commit fbfd3ed8ed
64 changed files with 260 additions and 255 deletions

View file

@ -89,21 +89,21 @@ IMPLEMENT_CALLBACK( GuiObjectView, onMouseLeave, void, (),(),
//------------------------------------------------------------------------------
GuiObjectView::GuiObjectView()
: mMaxOrbitDist( 5.0f ),
mMinOrbitDist( 0.0f ),
mOrbitDist( 5.0f ),
mMouseState( None ),
mModel( NULL ),
mMountedModel( NULL ),
: mMouseState( None ),
mLastMousePoint( 0, 0 ),
mLastRenderTime( 0 ),
mRunThread( NULL ),
mLight( NULL ),
mAnimationSeq( -1 ),
mMountNodeName( "mount0" ),
mMountNode( -1 ),
mModel( NULL ),
mMaxOrbitDist( 5.0f ),
mMinOrbitDist( 0.0f ),
mCameraRotation( 0.0f, 0.0f, 0.0f ),
mOrbitDist( 5.0f ),
mCameraSpeed( 0.01f ),
mCameraRotation( 0.0f, 0.0f, 0.0f ),
mMountNode( -1 ),
mMountNodeName( "mount0" ),
mMountedModel( NULL ),
mAnimationSeq( -1 ),
mRunThread( NULL ),
mLastRenderTime( 0 ),
mLight( NULL ),
mLightColor( 1.0f, 1.0f, 1.0f ),
mLightAmbient( 0.5f, 0.5f, 0.5f ),
mLightDirection( 0.f, 0.707f, -0.707f )