Applied default Visual Studio formatting to most files. This is a quick fix for the tabs vs spaces issue that messes up the formatting in any editor (esp. Linux) which handles tabs/spaces differently to Visual Studio. Some parts of the formatting look a bit worse but overall it should be better (or at least more consistent).
I didn't apply the changes to a few macro-heavy files as Visual Studio removes all indentation from macros, whereas the indentation can be handy to see nesting.
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@ -30,12 +30,12 @@ namespace PolyVox
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template <typename VoxelType>
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PagedVolume<VoxelType>::Chunk::Chunk(Vector3DInt32 v3dPosition, uint16_t uSideLength, Pager* pPager)
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:m_uChunkLastAccessed(0)
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,m_bDataModified(true)
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,m_tData(0)
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,m_uSideLength(0)
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,m_uSideLengthPower(0)
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,m_pPager(pPager)
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,m_v3dChunkSpacePosition(v3dPosition)
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, m_bDataModified(true)
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, m_tData(0)
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, m_uSideLength(0)
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, m_uSideLengthPower(0)
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, m_pPager(pPager)
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, m_v3dChunkSpacePosition(v3dPosition)
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{
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POLYVOX_ASSERT(m_pPager, "No valid pager supplied to chunk constructor.");
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POLYVOX_ASSERT(uSideLength <= 256, "Chunk side length cannot be greater than 256.");
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@ -46,7 +46,7 @@ namespace PolyVox
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// Allocate the data
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const uint32_t uNoOfVoxels = m_uSideLength * m_uSideLength * m_uSideLength;
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m_tData = new VoxelType[uNoOfVoxels];
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m_tData = new VoxelType[uNoOfVoxels];
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// Pass the chunk to the Pager to give it a chance to initialise it with any data
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// From the coordinates of the chunk we deduce the coordinates of the contained voxels.
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@ -134,9 +134,9 @@ namespace PolyVox
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template <typename VoxelType>
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void PagedVolume<VoxelType>::Chunk::setVoxel(const Vector3DUint16& v3dPos, VoxelType tValue)
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{
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{
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setVoxel(v3dPos.getX(), v3dPos.getY(), v3dPos.getZ(), tValue);
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}
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}
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template <typename VoxelType>
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uint32_t PagedVolume<VoxelType>::Chunk::calculateSizeInBytes(void)
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@ -160,7 +160,7 @@ namespace PolyVox
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// then the ordering is automatically handled correctly.
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template <typename VoxelType>
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void PagedVolume<VoxelType>::Chunk::changeLinearOrderingToMorton(void)
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{
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{
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VoxelType* pTempBuffer = new VoxelType[m_uSideLength * m_uSideLength * m_uSideLength];
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// We should prehaps restructure this loop. From: https://fgiesen.wordpress.com/2011/01/17/texture-tiling-and-swizzling/
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