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- Identical expressions on both side of the
&&operator:
Torque3D/Engine/lib/opcode/Ice/IceLSS.h
Line 69 in eeab0c1
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:
Torque3D/Engine/source/afx/xm/afxXM_Scale.cpp
Lines 130 to 133 in eeab0c1
if (datablock->hasFixedWeight()) return new afxXM_Scale_weighted(datablock, fx); else return new afxXM_Scale_weighted(datablock, fx); - Nothing is done inside for-loop:
Torque3D/Engine/source/gfx/D3D11/gfxD3D11Device.cpp
Lines 72 to 75 in eeab0c1
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:
int bufsize = 0;
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 ))
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