mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
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:
parent
1131ed15df
commit
fbfd3ed8ed
64 changed files with 260 additions and 255 deletions
|
|
@ -118,11 +118,11 @@ ConsoleDocClass( LightFlareData,
|
|||
);
|
||||
|
||||
LightFlareData::LightFlareData()
|
||||
: mFlareEnabled( true ),
|
||||
mElementCount( 0 ),
|
||||
mScale( 1.0f ),
|
||||
: mScale( 1.0f ),
|
||||
mFlareEnabled( true ),
|
||||
mOcclusionRadius( 0.0f ),
|
||||
mRenderReflectPass( true )
|
||||
mRenderReflectPass( true ),
|
||||
mElementCount( 0 )
|
||||
{
|
||||
dMemset( mElementRect, 0, sizeof( RectF ) * MAX_ELEMENTS );
|
||||
dMemset( mElementScale, 0, sizeof( F32 ) * MAX_ELEMENTS );
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue