Description
Identical expressions on both side of the && operator:
return Contains (Sphere (lss.mP0 , lss.mRadius )) && Contains (Sphere (lss.mP0 , lss.mRadius ));
Strange use of comma operator in if-condition:
if (mBRDFTexture .isValid (), probeShaderConsts->mBRDFTextureMap ->getSamplerRegister () != -1 )
Same code is executed regardless of condition:
if (datablock->hasFixedWeight ())
return new afxXM_Scale_weighted (datablock, fx);
else
return new afxXM_Scale_weighted (datablock, fx);
Nothing is done inside for-loop:
for (U32 i = 1 ; i < argc; i++)
{
argv[i];
}
Enum value zero is used in bitwise AND-operation:
if (mPrimitives [i].matIndex & TSDrawPrimitive::Triangles)
bufSize (used later in a for-loop) seems to be initialized to 0 but then never changed:
for (int i = 0 ; i < bufsize; i++)
Looks strange to use bit mask values with logical OR-operator, perhaps bitwise OR should be used instead?
if (getTypeMask () & (PlayerObjectType || VehicleObjectType ))
Reactions are currently unavailable
You can’t perform that action at this time.
&&operator:Torque3D/Engine/lib/opcode/Ice/IceLSS.h
Line 69 in eeab0c1
Torque3D/Engine/source/renderInstance/renderProbeMgr.cpp
Line 801 in eeab0c1
Torque3D/Engine/source/afx/xm/afxXM_Scale.cpp
Lines 130 to 133 in eeab0c1
Torque3D/Engine/source/gfx/D3D11/gfxD3D11Device.cpp
Lines 72 to 75 in eeab0c1
Torque3D/Engine/source/ts/tsSortedMesh.cpp
Line 89 in eeab0c1
bufSize(used later in a for-loop) seems to be initialized to 0 but then never changed:Torque3D/Engine/source/gfx/gl/gfxGLTextureTarget.cpp
Line 169 in eeab0c1
Torque3D/Engine/source/gfx/gl/gfxGLTextureTarget.cpp
Line 211 in eeab0c1
Torque3D/Engine/source/T3D/gameBase/gameBase.cpp
Line 459 in eeab0c1