Revert "fix: optimization: Various PVS-Studio warnings"

This commit is contained in:
MihailRis
2024-08-02 14:51:44 +03:00
committed by GitHub
parent a7ef7bb365
commit ba046a52c0
90 changed files with 259 additions and 274 deletions
+5 -12
View File
@@ -27,13 +27,12 @@ class Batch3D : public Flushable {
float r, float g, float b, float a
);
void vertex(
const glm::vec3& coord,
glm::vec3 coord,
float u, float v,
float r, float g, float b, float a
);
void vertex(
const glm::vec3& point,
const glm::vec2& uvpoint,
glm::vec3 point, glm::vec2 uvpoint,
float r, float g, float b, float a
);
void face(
@@ -50,18 +49,12 @@ public:
void begin();
void texture(Texture* texture);
void sprite(
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right, float w, float h, const UVRegion& uv,
const glm::vec4& color
);
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void point(
const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint);
void point(const glm::vec3& coord, const glm::vec4& tint);
void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
void point(glm::vec3 pos, glm::vec4 tint);
void flush() override;
void flushPoints();
};