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https://github.com/TorqueGameEngines/Torque3D.git
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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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1131ed15df
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64 changed files with 260 additions and 255 deletions
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@ -175,8 +175,10 @@ void GFXGLDevice::initGLState()
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GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
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mAdapterIndex(adapterIndex),
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mNeedUpdateVertexAttrib(false),
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mCurrentPB(NULL),
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mDrawInstancesCount(0),
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mCurrentShader( NULL ),
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m_mCurrentWorld(true),
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m_mCurrentView(true),
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mContext(NULL),
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@ -186,8 +188,6 @@ GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
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mMaxFFTextures(2),
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mMaxTRColors(1),
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mClip(0, 0, 0, 0),
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mCurrentShader( NULL ),
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mNeedUpdateVertexAttrib(false),
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mWindowRT(NULL),
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mUseGlMap(true)
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{
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@ -58,7 +58,7 @@ public:
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glGenQueries(1, &mQueryId);
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}
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GLTimer() : mName(NULL), mQueryId(0), mData(NULL)
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GLTimer() : mName(NULL), mData(NULL), mQueryId(0)
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{
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}
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@ -41,10 +41,11 @@ GFXGLVertexBuffer::GFXGLVertexBuffer( GFXDevice *device,
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const GFXVertexFormat *vertexFormat,
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U32 vertexSize,
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GFXBufferType bufferType )
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: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ),
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mZombieCache(NULL),
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: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ),
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mBufferOffset(0),
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mBufferVertexOffset(0)
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mBufferVertexOffset(0),
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mZombieCache(NULL)
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{
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if( mBufferType == GFXBufferTypeVolatile )
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{
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