rename assert2 debug_assert; use instead of all plain assert(), since there are no longer any issues (e.g. can't use while handling an exception)

This was SVN commit r2447.
This commit is contained in:
janwas
2005-06-28 04:06:25 +00:00
parent cf37e9cbe6
commit ec6b78b252
114 changed files with 413 additions and 398 deletions
+3 -3
View File
@@ -111,7 +111,7 @@ static CVector3D SkinPoint(const CVector3D& pos,const SVertexBlend& blend,
CVector3D result,tmp;
// must have at least one valid bone if we're using SkinPoint
assert(blend.m_Bone[0]!=0xff);
debug_assert(blend.m_Bone[0]!=0xff);
const CMatrix3D& m=bonestates[blend.m_Bone[0]];
m.Transform(pos,result);
@@ -137,7 +137,7 @@ void CModel::CalcBounds()
{
if (m_Anim->m_ObjectBounds.IsEmpty())
CalcAnimatedObjectBound(m_Anim->m_AnimDef, m_Anim->m_ObjectBounds);
assert(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
debug_assert(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
m_ObjectBounds = m_Anim->m_ObjectBounds;
}
@@ -272,7 +272,7 @@ void CModel::GenerateBoneMatrices()
PROFILE( "generating bone matrices" );
assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
debug_assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime,m_BoneMatrices);