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

@ -108,17 +108,17 @@ SceneManager* gServerSceneGraph = NULL;
//-----------------------------------------------------------------------------
SceneManager::SceneManager( bool isClient )
: mLightManager( NULL ),
mCurrentRenderState( NULL ),
mIsClient( isClient ),
: mIsClient( isClient ),
mZoneManager( NULL ),
mUsePostEffectFog( true ),
mDisplayTargetResolution( 0, 0 ),
mDefaultRenderPass( NULL ),
mCurrentRenderState( NULL ),
mVisibleDistance( 500.f ),
mVisibleGhostDistance( 0 ),
mNearClip( 0.1f ),
mLightManager( NULL ),
mAmbientLightColor( ColorF( 0.1f, 0.1f, 0.1f, 1.0f ) ),
mZoneManager( NULL )
mDefaultRenderPass( NULL )
{
VECTOR_SET_ASSOCIATION( mBatchQueryList );