- got rid of clearbuf.

This was used in only 4 places, 3 of which could easily be replaced with a memset, and the fourth, in the Strife status bar, suffering from a pointless performance optimization, rendering the code unreadable - the code spent here per frame is utterly insignificant so clarity should win here.
This commit is contained in:
Christoph Oelckers 2016-12-09 12:48:10 +01:00
commit 12a99c3f3c
6 changed files with 6 additions and 41 deletions

View file

@ -268,7 +268,7 @@ void R_InitSpriteDefs ()
// Create a hash table to speed up the process
smax = TexMan.NumTextures();
hashes = new Hasher[smax];
clearbuf(hashes, sizeof(Hasher)*smax/4, -1);
memset(hashes, -1, sizeof(Hasher)*smax);
for (i = 0; i < smax; ++i)
{
FTexture *tex = TexMan.ByIndex(i);
@ -283,7 +283,7 @@ void R_InitSpriteDefs ()
// Repeat, for voxels
vmax = Wads.GetNumLumps();
vhashes = new VHasher[vmax];
clearbuf(vhashes, sizeof(VHasher)*vmax/4, -1);
memset(vhashes, -1, sizeof(VHasher)*vmax);
for (i = 0; i < vmax; ++i)
{
if (Wads.GetLumpNamespace(i) == ns_voxels)