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Explicit self-assignments in render management. #1914

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elfprince13 opened this issue Jan 6, 2017 · 2 comments
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Explicit self-assignments in render management. #1914

elfprince13 opened this issue Jan 6, 2017 · 2 comments
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@elfprince13
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Both of these appear to be the result of typos:

/Users/thomas/Torque3D/Engine/source/renderInstance/renderMeshMgr.cpp:248:28: Explicitly assigning value of variable of type 'GFXTextureObject *' to itself
/Users/thomas/Torque3D/Engine/source/renderInstance/renderPrePassMgr.cpp:483:28: Explicitly assigning value of variable of type 'GFXTextureObject *' to itself

Looking at both I see the same code:

            if ( passRI->accuTex != lastAccuTex )
            {
               sgData.accuTex = passRI->accuTex;
               lastAccuTex = lastAccuTex;
               dirty = true;
            }

From context, I believe the correct assignment is lastAccuTex = passRI->accuTex, can anyone confirm?

@Azaezel
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Azaezel commented Jan 6, 2017

correct. batch support. intent is to skip reinitializing non-uniques.

Azaezel added a commit to Azaezel/Torque3D that referenced this issue Jan 10, 2017
Areloch added a commit that referenced this issue Jan 16, 2017
@Areloch Areloch added the Bug label Jan 17, 2017
@Areloch
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Areloch commented Jan 17, 2017

Corrected with #1921

@Areloch Areloch closed this as completed Jan 17, 2017
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