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https://github.com/MihailRis/voxelcore.git
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fix: optimization: PVS-Studio warning V813
Passing large objects by const reference avoids unnecessary copying and enhances efficiency. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
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5b325ac2bc
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42 changed files with 173 additions and 144 deletions
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@ -27,12 +27,13 @@ class Batch3D : public Flushable {
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float r, float g, float b, float a
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);
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void vertex(
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glm::vec3 coord,
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const glm::vec3& coord,
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float u, float v,
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float r, float g, float b, float a
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);
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void vertex(
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glm::vec3 point, glm::vec2 uvpoint,
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const glm::vec3& point,
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const glm::vec2& uvpoint,
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float r, float g, float b, float a
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);
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void face(
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@ -49,12 +50,18 @@ public:
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void begin();
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void texture(Texture* texture);
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void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
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void sprite(
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right, float w, float h, const UVRegion& uv,
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const glm::vec4& color
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);
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void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
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void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
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void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
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void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
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void point(glm::vec3 pos, glm::vec4 tint);
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void point(
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const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint);
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void point(const glm::vec3& coord, const glm::vec4& tint);
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void flush() override;
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void flushPoints();
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};
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