@@ -601,30 +601,23 @@ void D3DXRenderBase::r_dsgraph_render_subspace(IRender_Sector* _sector, CFrustum
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#include " SkeletonCustom.h"
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#include " FLOD.h"
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- void D3DXRenderBase::r_dsgraph_render_R1_box (IRender_Sector* _S , Fbox& BB, int sh)
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+ void D3DXRenderBase::r_dsgraph_render_R1_box (IRender_Sector* S , Fbox& BB, int sh)
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{
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- CSector* S = (CSector*)_S;
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- lstVisuals.clear ();
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- lstVisuals.push_back (S->root ());
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+ xr_vector<dxRender_Visual*, render_alloc<dxRender_Visual*>> lstVisuals;
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+ lstVisuals.push_back (((CSector*)S)->root ());
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- for (u32 test = 0 ; test < lstVisuals. size (); test++ )
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+ for (auto &it : lstVisuals)
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{
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- dxRender_Visual* V = lstVisuals[test];
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-
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// Visual is 100% visible - simply add it
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- xr_vector<dxRender_Visual *>::iterator I, E; // it may be usefull for 'hierrarhy' visuals
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-
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- switch (V->Type )
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+ switch (it->Type )
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{
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case MT_HIERRARHY:
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{
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// Add all children
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- FHierrarhyVisual* pV = (FHierrarhyVisual*)V;
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- I = pV->children .begin ();
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- E = pV->children .end ();
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- for (; I != E; I++)
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+ FHierrarhyVisual* pV = (FHierrarhyVisual*)it;
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+ for (auto &i : pV->children )
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{
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- dxRender_Visual* T = *I ;
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+ dxRender_Visual* T = i ;
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if (BB.intersect (T->vis .box ))
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lstVisuals.push_back (T);
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}
@@ -634,26 +627,22 @@ void D3DXRenderBase::r_dsgraph_render_R1_box(IRender_Sector* _S, Fbox& BB, int s
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case MT_SKELETON_RIGID:
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{
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// Add all children (s)
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- CKinematics* pV = (CKinematics*)V ;
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+ CKinematics* pV = (CKinematics*)it ;
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pV->CalculateBones (TRUE );
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- I = pV->children .begin ();
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- E = pV->children .end ();
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- for (; I != E; I++)
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+ for (auto &i : pV->children )
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{
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- dxRender_Visual* T = *I ;
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+ dxRender_Visual* T = i ;
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if (BB.intersect (T->vis .box ))
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lstVisuals.push_back (T);
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}
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}
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break ;
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case MT_LOD:
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{
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- FLOD* pV = (FLOD*)V;
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- I = pV->children .begin ();
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- E = pV->children .end ();
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- for (; I != E; I++)
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+ FLOD* pV = (FLOD*)it;
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+ for (auto &i : pV->children )
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{
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- dxRender_Visual* T = *I ;
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+ dxRender_Visual* T = i ;
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if (BB.intersect (T->vis .box ))
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lstVisuals.push_back (T);
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}
@@ -662,13 +651,13 @@ void D3DXRenderBase::r_dsgraph_render_R1_box(IRender_Sector* _S, Fbox& BB, int s
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default :
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{
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// Renderable visual
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- ShaderElement* E2 = V ->shader ->E [sh]._get ();
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+ ShaderElement* E2 = it ->shader ->E [sh]._get ();
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if (E2 && !(E2 ->flags .bDistort ))
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{
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for (u32 pass = 0 ; pass < E2 ->passes .size (); pass++)
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{
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RCache.set_Element (E2 , pass);
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- V ->Render (-1 .f );
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+ it ->Render (-1 .f );
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}
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}
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}
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