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Optimize memory layout for SMaterialLayer
SMaterialLayer going down from 40 to 32 bytes on 64-bit systems according to the new VS memory layout tool (nice toy!) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6596 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -52,7 +52,7 @@ namespace video
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//! Default constructor
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//! Default constructor
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SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
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SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
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BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(0), LODBias(0),
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BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(0), LODBias(0),
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TextureMatrix(0), TextureMatrixUsed(false)
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TextureMatrixUsed(false), TextureMatrix(0)
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{
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{
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}
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}
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@ -243,13 +243,15 @@ namespace video
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private:
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private:
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friend class SMaterial;
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friend class SMaterial;
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irr::core::irrAllocator<irr::core::matrix4> MatrixAllocator;
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// TextureMatrix memory stays until destructor even when unused to avoid unnecessary allocation/de-allocations
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bool TextureMatrixUsed;
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//! Texture Matrix
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//! Texture Matrix
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/** Do not access this element directly as the internal
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/** Do not access this element directly as the internal
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resource management has to cope with Null pointers etc. */
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resource management has to cope with Null pointers etc. */
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core::matrix4* TextureMatrix;
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core::matrix4* TextureMatrix;
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bool TextureMatrixUsed; // TextureMatrix memory stays until destructor even when unused to avoid unnecessary allocation/de-allocations
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irr::core::irrAllocator<irr::core::matrix4> MatrixAllocator;
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};
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};
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} // end namespace video
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} // end namespace video
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