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use unordered containers where possible (patch 4 on X)
Also remove some unused parameters/functions
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parent
b66a5d2f88
commit
155288ee98
13 changed files with 63 additions and 99 deletions
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@ -1033,7 +1033,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_enable_shaders = data->m_use_shaders;
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m_use_tangent_vertices = data->m_use_tangent_vertices;
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m_enable_vbo = g_settings->getBool("enable_vbo");
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if (g_settings->getBool("enable_minimap")) {
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m_minimap_mapblock = new MinimapMapblock;
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m_minimap_mapblock->getMinimapNodes(
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@ -1298,10 +1298,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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// Cracks
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if(crack != m_last_crack)
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{
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for(std::map<u32, std::string>::iterator
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i = m_crack_materials.begin();
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i != m_crack_materials.end(); ++i)
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{
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for (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin();
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i != m_crack_materials.end(); ++i) {
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
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std::string basename = i->second;
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@ -1315,9 +1313,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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// If the current material is also animated,
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// update animation info
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std::map<u32, TileSpec>::iterator anim_iter =
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m_animation_tiles.find(i->first);
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if(anim_iter != m_animation_tiles.end()){
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UNORDERED_MAP<u32, TileSpec>::iterator anim_iter =
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m_animation_tiles.find(i->first);
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if (anim_iter != m_animation_tiles.end()){
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TileSpec &tile = anim_iter->second;
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tile.texture = new_texture;
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tile.texture_id = new_texture_id;
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@ -1330,10 +1328,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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}
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// Texture animation
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for(std::map<u32, TileSpec>::iterator
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i = m_animation_tiles.begin();
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i != m_animation_tiles.end(); ++i)
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{
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for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin();
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i != m_animation_tiles.end(); ++i) {
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const TileSpec &tile = i->second;
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// Figure out current frame
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int frameoffset = m_animation_frame_offsets[i->first];
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@ -1443,7 +1439,7 @@ void MeshCollector::append(const TileSpec &tile,
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vertices[i].Color, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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}
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for (u32 i = 0; i < numIndices; i++) {
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u32 j = indices[i] + vertex_count;
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@ -1499,7 +1495,7 @@ void MeshCollector::append(const TileSpec &tile,
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vertices[i].Normal, c, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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}
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for (u32 i = 0; i < numIndices; i++) {
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u32 j = indices[i] + vertex_count;
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