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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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@ -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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