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
|
|
@ -272,11 +272,11 @@ SimObjectPtr<SimSet> DecalRoad::smServerDecalRoadSet = NULL;
|
|||
// Constructors
|
||||
|
||||
DecalRoad::DecalRoad()
|
||||
: mLoadRenderData( true ),
|
||||
mBreakAngle( 3.0f ),
|
||||
: mBreakAngle( 3.0f ),
|
||||
mSegmentsPerBatch( 10 ),
|
||||
mTextureLength( 5.0f ),
|
||||
mRenderPriority( 10 ),
|
||||
mLoadRenderData( true ),
|
||||
mMaterial( NULL ),
|
||||
mMatInst( NULL ),
|
||||
mUpdateEventId( -1 ),
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue