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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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@ -155,17 +155,17 @@ ImposterCaptureMaterialHook* ImposterCaptureMaterialHook::_getOrCreateHook( Base
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ImposterCapture::ImposterCapture()
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: mShapeInstance( NULL ),
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mDl( 0 ),
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: mDl( 0 ),
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mDim( 0 ),
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mRadius( 0.0f ),
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mCenter( Point3F( 0, 0, 0 ) ),
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mRenderPass( NULL ),
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mMeshRenderBin( NULL ),
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mBlackBmp( NULL ),
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mWhiteBmp( NULL ),
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mState( NULL ),
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mRenderTarget( NULL )
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mShapeInstance( NULL ),
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mRenderTarget( NULL ),
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mRenderPass( NULL ),
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mMeshRenderBin( NULL )
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{
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}
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@ -88,7 +88,7 @@ class ScopeTrackerObject
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///
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TrackingNode()
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: mPosition( 0.0f ), mObject( NULL ), mNext( NULL ), mPrev( NULL ), mOpposite( NULL ) {}
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: mOpposite( NULL ), mPosition( 0.0f ), mObject( NULL ), mNext( NULL ), mPrev( NULL ) {}
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/// Return the object to which this tracking node belongs.
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ScopeTrackerObject* getObject() const { return mObject; }
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