Don't zero RageSpriteVertex in the ctor; it's wasteful when declaring large arrays, because we almost always immediately overwrite that with real data. (We should do this for all basic RageTypes, but this one matters due to StripBuffer for hold note rendering.)

This commit is contained in:
Glenn Maynard
2005-01-01 23:29:13 +00:00
parent c5a683b03c
commit a8f8095d10
+3 -9
View File
@@ -225,15 +225,9 @@ typedef Rect<float> RectF;
* have the same layout that D3D expects. */
struct RageSpriteVertex // has color
{
/* Zero out by default. */
RageSpriteVertex():
p(0,0,0),
n(0,0,0),
t(0,0)
{ }
RageVector3 p; // position
RageVector3 n; // normal
RageVColor c; // diffuse color
RageVector3 p; // position
RageVector3 n; // normal
RageVColor c; // diffuse color
RageVector2 t; // texture coordinates
};