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

@ -155,17 +155,17 @@ ImposterCaptureMaterialHook* ImposterCaptureMaterialHook::_getOrCreateHook( Base
ImposterCapture::ImposterCapture()
: mShapeInstance( NULL ),
mDl( 0 ),
: mDl( 0 ),
mDim( 0 ),
mRadius( 0.0f ),
mCenter( Point3F( 0, 0, 0 ) ),
mRenderPass( NULL ),
mMeshRenderBin( NULL ),
mBlackBmp( NULL ),
mWhiteBmp( NULL ),
mState( NULL ),
mRenderTarget( NULL )
mShapeInstance( NULL ),
mRenderTarget( NULL ),
mRenderPass( NULL ),
mMeshRenderBin( NULL )
{
}

View file

@ -88,7 +88,7 @@ class ScopeTrackerObject
///
TrackingNode()
: mPosition( 0.0f ), mObject( NULL ), mNext( NULL ), mPrev( NULL ), mOpposite( NULL ) {}
: mOpposite( NULL ), mPosition( 0.0f ), mObject( NULL ), mNext( NULL ), mPrev( NULL ) {}
/// Return the object to which this tracking node belongs.
ScopeTrackerObject* getObject() const { return mObject; }