- Backend update from Raze.
This is mainly code cleanup from setting the compiler to a stricter warning level.
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6aea7694bc
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1c517d19fa
102 changed files with 493 additions and 590 deletions
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@ -296,12 +296,12 @@ void FMultipatchTextureBuilder::AddTexturesLump(const void *lumpdata, int lumpsi
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// Catalog the patches these textures use so we know which
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// textures they represent.
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patchlookup.Resize(numpatches);
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for (uint32_t i = 0; i < numpatches; ++i)
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for (uint32_t ii = 0; ii < numpatches; ++ii)
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{
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char pname[9];
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pnames.Read(pname, 8);
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pname[8] = '\0';
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patchlookup[i].Name = pname;
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patchlookup[ii].Name = pname;
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}
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}
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@ -782,12 +782,12 @@ void FMultipatchTextureBuilder::ResolvePatches(BuildInfo &buildinfo)
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{
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TArray<FTextureID> list;
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TexMan.ListTextures(buildinfo.Inits[i].TexName, list, true);
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for (int i = list.Size() - 1; i >= 0; i--)
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for (int ii = list.Size() - 1; ii >= 0; ii--)
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{
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auto gtex = TexMan.GetGameTexture(list[i]);
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auto gtex = TexMan.GetGameTexture(list[ii]);
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if (gtex && gtex != buildinfo.texture && gtex->GetTexture() && gtex->GetTexture()->GetImage() && !dynamic_cast<FMultiPatchTexture*>(gtex->GetTexture()->GetImage()))
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{
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texno = list[i];
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texno = list[ii];
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break;
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}
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}
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@ -858,7 +858,6 @@ void FMultipatchTextureBuilder::ResolveAllPatches()
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ResolvePatches(bi);
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}
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// Now try to resolve the images. We only can do this at the end when all multipatch textures are set up.
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int i = 0;
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// reverse the list so that the Delete operation in the loop below deletes at the end.
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// For normal sized lists this is of no real concern, but Total Chaos has over 250000 textures where this becomes a performance issue.
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