fix: optimization: PVS-Studio warning V813
Passing large objects by const reference avoids unnecessary copying and enhances efficiency. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
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@@ -51,7 +51,7 @@ void Batch3D::vertex(
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buffer[index++] = a;
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}
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void Batch3D::vertex(
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glm::vec3 coord, float u, float v,
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const glm::vec3& coord, float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index++] = coord.x;
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@@ -65,8 +65,8 @@ void Batch3D::vertex(
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buffer[index++] = a;
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}
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void Batch3D::vertex(
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glm::vec3 point,
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glm::vec2 uvpoint,
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const glm::vec3& point,
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const glm::vec2& uvpoint,
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float r, float g, float b, float a
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) {
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buffer[index++] = point.x;
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@@ -118,12 +118,12 @@ void Batch3D::texture(Texture* new_texture){
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}
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void Batch3D::sprite(
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glm::vec3 pos,
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glm::vec3 up,
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glm::vec3 right,
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right,
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float w, float h,
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const UVRegion& uv,
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glm::vec4 color
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const UVRegion& uv,
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const glm::vec4& color
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){
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const float r = color.r;
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const float g = color.g;
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@@ -245,11 +245,11 @@ void Batch3D::blockCube(
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cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
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}
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void Batch3D::point(glm::vec3 coord, glm::vec2 uv, glm::vec4 tint) {
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void Batch3D::point(const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint) {
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vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
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void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
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point(coord, glm::vec2(), tint);
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}
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