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Switch SMaterial to default copy constructor and assignment operator
It's not 100% identical to what we had as I only copied up to MATERIAL_MAX_TEXTURES_USED before, but I think that was rather premature optimiziation.
(the cost for the extra textures is really in other places, don't think the copy here ever matters).
Was a bit based on Mintest patch, but they messed it up: 4931b34625
(because they didn't notice the difference between MATERIAL_MAX_TEXTURES_USED and MATERIAL_MAX_TEXTURES).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6363 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -289,9 +289,8 @@ namespace video
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We (mostly) avoid dynamic memory in SMaterial, so the extra memory
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will still be allocated. But by lowering MATERIAL_MAX_TEXTURES_USED the
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material comparisons and assignments can be faster. Also several other
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places in the engine can be faster when reducing this value to the limit
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you need.
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material comparisons can be faster. Also several other places in the
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engine can be faster when reducing this value to the limit you need.
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NOTE: This should only be changed once and before any call to createDevice.
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NOTE: Do not set it below 1 or above the value of _IRR_MATERIAL_MAX_TEXTURES_.
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@ -318,63 +317,6 @@ namespace video
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FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
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{ }
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//! Copy constructor
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/** \param other Material to copy from. */
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SMaterial(const SMaterial& other)
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{
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// These pointers are checked during assignment
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES_USED; ++i)
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TextureLayer[i].TextureMatrix = 0;
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*this = other;
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}
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//! Assignment operator
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/** \param other Material to copy from. */
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SMaterial& operator=(const SMaterial& other)
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{
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// Check for self-assignment!
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if (this == &other)
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return *this;
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MaterialType = other.MaterialType;
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AmbientColor = other.AmbientColor;
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DiffuseColor = other.DiffuseColor;
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EmissiveColor = other.EmissiveColor;
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SpecularColor = other.SpecularColor;
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Shininess = other.Shininess;
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MaterialTypeParam = other.MaterialTypeParam;
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MaterialTypeParam2 = other.MaterialTypeParam2;
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Thickness = other.Thickness;
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES_USED; ++i)
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{
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TextureLayer[i] = other.TextureLayer[i];
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}
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Wireframe = other.Wireframe;
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PointCloud = other.PointCloud;
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GouraudShading = other.GouraudShading;
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Lighting = other.Lighting;
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ZWriteEnable = other.ZWriteEnable;
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BackfaceCulling = other.BackfaceCulling;
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FrontfaceCulling = other.FrontfaceCulling;
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FogEnable = other.FogEnable;
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NormalizeNormals = other.NormalizeNormals;
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ZBuffer = other.ZBuffer;
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AntiAliasing = other.AntiAliasing;
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ColorMask = other.ColorMask;
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ColorMaterial = other.ColorMaterial;
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BlendOperation = other.BlendOperation;
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BlendFactor = other.BlendFactor;
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PolygonOffsetFactor = other.PolygonOffsetFactor;
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PolygonOffsetDirection = other.PolygonOffsetDirection;
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PolygonOffsetDepthBias = other.PolygonOffsetDepthBias;
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PolygonOffsetSlopeScale = other.PolygonOffsetSlopeScale;
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UseMipMaps = other.UseMipMaps;
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return *this;
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}
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//! Texture layer array.
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SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES];
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Mon Apr 25 14:20:20 2022
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Test suite pass at GMT Tue Apr 26 19:16:37 2022
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