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Removing an unused variable. Moving a variable to a smaller scope. Simplify the code.
1 parent 7683eb5 commit d8b5e5d

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2 files changed

+16
-32
lines changed

2 files changed

+16
-32
lines changed

src/Layers/xrRender/D3DXRenderBase.h

Lines changed: 0 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -51,8 +51,6 @@ class D3DXRenderBase : public IRender, public pureFrame
5151
xr_vector<int, render_alloc<int>> lstLODgroups;
5252
xr_vector<ISpatial*> lstRenderables;
5353
xr_vector<ISpatial*> lstSpatial;
54-
xr_vector<dxRender_Visual*, render_alloc<dxRender_Visual*>> lstVisuals;
55-
xr_vector<dxRender_Visual*, render_alloc<dxRender_Visual*>> lstRecorded;
5654

5755
u32 counter_S;
5856
u32 counter_D;
@@ -98,9 +96,6 @@ class D3DXRenderBase : public IRender, public pureFrame
9896
lstLODgroups.clear();
9997
lstRenderables.clear();
10098
lstSpatial.clear();
101-
lstVisuals.clear();
102-
103-
lstRecorded.clear();
10499

105100
for (int i = 0; i < SHADER_PASSES_MAX; ++i)
106101
{

src/Layers/xrRender/r__dsgraph_render.cpp

Lines changed: 16 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -601,30 +601,23 @@ void D3DXRenderBase::r_dsgraph_render_subspace(IRender_Sector* _sector, CFrustum
601601
#include "SkeletonCustom.h"
602602
#include "FLOD.h"
603603

604-
void D3DXRenderBase::r_dsgraph_render_R1_box(IRender_Sector* _S, Fbox& BB, int sh)
604+
void D3DXRenderBase::r_dsgraph_render_R1_box(IRender_Sector* S, Fbox& BB, int sh)
605605
{
606-
CSector* S = (CSector*)_S;
607-
lstVisuals.clear();
608-
lstVisuals.push_back(S->root());
606+
xr_vector<dxRender_Visual*, render_alloc<dxRender_Visual*>> lstVisuals;
607+
lstVisuals.push_back(((CSector*)S)->root());
609608

610-
for (u32 test = 0; test < lstVisuals.size(); test++)
609+
for (auto &it : lstVisuals)
611610
{
612-
dxRender_Visual* V = lstVisuals[test];
613-
614611
// Visual is 100% visible - simply add it
615-
xr_vector<dxRender_Visual *>::iterator I, E; // it may be usefull for 'hierrarhy' visuals
616-
617-
switch (V->Type)
612+
switch (it->Type)
618613
{
619614
case MT_HIERRARHY:
620615
{
621616
// Add all children
622-
FHierrarhyVisual* pV = (FHierrarhyVisual*)V;
623-
I = pV->children.begin();
624-
E = pV->children.end();
625-
for (; I != E; I++)
617+
FHierrarhyVisual* pV = (FHierrarhyVisual*)it;
618+
for (auto &i : pV->children)
626619
{
627-
dxRender_Visual* T = *I;
620+
dxRender_Visual* T = i;
628621
if (BB.intersect(T->vis.box))
629622
lstVisuals.push_back(T);
630623
}
@@ -634,26 +627,22 @@ void D3DXRenderBase::r_dsgraph_render_R1_box(IRender_Sector* _S, Fbox& BB, int s
634627
case MT_SKELETON_RIGID:
635628
{
636629
// Add all children (s)
637-
CKinematics* pV = (CKinematics*)V;
630+
CKinematics* pV = (CKinematics*)it;
638631
pV->CalculateBones(TRUE);
639-
I = pV->children.begin();
640-
E = pV->children.end();
641-
for (; I != E; I++)
632+
for (auto &i : pV->children)
642633
{
643-
dxRender_Visual* T = *I;
634+
dxRender_Visual* T = i;
644635
if (BB.intersect(T->vis.box))
645636
lstVisuals.push_back(T);
646637
}
647638
}
648639
break;
649640
case MT_LOD:
650641
{
651-
FLOD* pV = (FLOD*)V;
652-
I = pV->children.begin();
653-
E = pV->children.end();
654-
for (; I != E; I++)
642+
FLOD* pV = (FLOD*)it;
643+
for (auto &i : pV->children)
655644
{
656-
dxRender_Visual* T = *I;
645+
dxRender_Visual* T = i;
657646
if (BB.intersect(T->vis.box))
658647
lstVisuals.push_back(T);
659648
}
@@ -662,13 +651,13 @@ void D3DXRenderBase::r_dsgraph_render_R1_box(IRender_Sector* _S, Fbox& BB, int s
662651
default:
663652
{
664653
// Renderable visual
665-
ShaderElement* E2 = V->shader->E[sh]._get();
654+
ShaderElement* E2 = it->shader->E[sh]._get();
666655
if (E2 && !(E2->flags.bDistort))
667656
{
668657
for (u32 pass = 0; pass < E2->passes.size(); pass++)
669658
{
670659
RCache.set_Element(E2, pass);
671-
V->Render(-1.f);
660+
it->Render(-1.f);
672661
}
673662
}
674663
}

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