Use explicit types instead of auto.

This was SVN commit r17642.
This commit is contained in:
leper
2016-01-13 00:42:55 +00:00
parent 27fab6bf1e
commit fb92761c92
8 changed files with 30 additions and 35 deletions
+5 -5
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2015 Wildfire Games.
/* Copyright (C) 2016 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -237,7 +237,7 @@ u8* CVertexBuffer::Bind()
// If any chunks are out of sync with the current VBO, and are
// needed for rendering this frame, we'll need to re-upload the VBO
bool needUpload = false;
for (auto& chunk : m_AllocList)
for (VBChunk* const& chunk : m_AllocList)
{
if (chunk->m_Dirty && chunk->m_Needed)
{
@@ -277,7 +277,7 @@ u8* CVertexBuffer::Bind()
// the VBO contains data for every unit in the world, but only a
// handful are visible on screen and we don't need to bother copying
// the rest.)
for (auto& chunk : m_AllocList)
for (VBChunk* const& chunk : m_AllocList)
if (chunk->m_Needed)
memcpy((u8 *)p + chunk->m_Index * m_VertexSize, chunk->m_BackingStore, chunk->m_Count * m_VertexSize);
@@ -291,7 +291,7 @@ u8* CVertexBuffer::Bind()
// Anything we just uploaded is clean; anything else is dirty
// since the rest of the VBO content is now undefined
for (auto& chunk : m_AllocList)
for (VBChunk* const& chunk : m_AllocList)
{
if (chunk->m_Needed)
chunk->m_Dirty = false;
@@ -301,7 +301,7 @@ u8* CVertexBuffer::Bind()
}
// Reset the flags for the next phase
for (auto& chunk : m_AllocList)
for (VBChunk* const& chunk : m_AllocList)
chunk->m_Needed = false;
}