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S3DVertex initialize color always. It's derived classes now both accept const S3DVertex& constructor.
color intitialization has some cost, but we initialized all other values already (vectors are always set to 0). Don't think it's a good idea to have one value around which is random. S3DVertex2TCoords(S3DVertex& o) to S3DVertex2TCoords(const S3DVertex& o) simply because it makes more sense S3DVertexTangents(const S3DVertex& o) added because I'll need it later (and no idea why only S3DVertex2TCoords got one of those before). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6359 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -44,7 +44,7 @@ const char* const sBuiltInVertexTypeNames[] =
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struct S3DVertex
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{
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//! default constructor
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S3DVertex() {}
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S3DVertex() : Color(0xffffffff) {}
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//! constructor
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S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
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@ -142,7 +142,7 @@ struct S3DVertex2TCoords : public S3DVertex
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: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {}
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//! constructor from S3DVertex
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S3DVertex2TCoords(S3DVertex& o) : S3DVertex(o) {}
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S3DVertex2TCoords(const S3DVertex& o) : S3DVertex(o) {}
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//! Second set of texture coordinates
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core::vector2d<f32> TCoords2;
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@ -214,6 +214,9 @@ struct S3DVertexTangents : public S3DVertex
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const core::vector3df& binormal=core::vector3df())
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: S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { }
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//! constructor from S3DVertex
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S3DVertexTangents(const S3DVertex& o) : S3DVertex(o) {}
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//! Tangent vector along the x-axis of the texture
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core::vector3df Tangent;
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