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

@ -180,23 +180,23 @@ ImplementEnumType(baseTexFormat,
EndImplementEnumType;
TerrainBlock::TerrainBlock()
: mSquareSize( 1.0f ),
mCastShadows( true ),
mScreenError( 16 ),
mDetailsDirty( false ),
mLayerTexDirty( false ),
mLightMap( NULL ),
: mLightMap( NULL ),
mLightMapSize( 256 ),
mMaxDetailDistance( 0.0f ),
mCell( NULL ),
mCRC( 0 ),
mBaseTexSize( 1024 ),
mBaseTexFormat( TerrainBlock::JPG ),
mBaseMaterial( NULL ),
mDefaultMatInst( NULL ),
mMaxDetailDistance( 0.0f ),
mBaseTexScaleConst( NULL ),
mBaseTexIdConst( NULL ),
mDetailsDirty( false ),
mLayerTexDirty( false ),
mBaseTexSize( 1024 ),
mBaseTexFormat( TerrainBlock::JPG ),
mCell( NULL ),
mBaseMaterial( NULL ),
mDefaultMatInst( NULL ),
mSquareSize( 1.0f ),
mPhysicsRep( NULL ),
mScreenError( 16 ),
mCastShadows( true ),
mZoningDirty( false )
{
mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;