First,i'm sorry , i'm not sure if you've got any change that would affect my suggestion,because it've been some time past since i read this file.and i've forgotten some details of it.
here,u want: if the loop get its end ,set the link table to "dirty" to recompute it. But in my opinion when i read it ,i found the "loop" state would not cause function "orxAnimSet_ComputeLinkTable" to change anything.
And of course ,the "loop" is part of the link table , and it should be recomputered in theory ,but just for now it runs for nothing.
and there's two more .but i've forgotten some details now as i read it some time before. So i'm not quite sure ,and the two source files is large ,so i'll take some time to review them,and then post them if neccessory.
Thanks for all that sleuth work, much appreciated. I'll go over them tomorrow. Most of them sounds legit from here. I'll post here again when I'm done.
I fixed all except #8: it's actually a feature that's only partly implemented. You're right that when saying that the way it is right now, flagging the table as dirty won't have any impact, however at some point loop exhaustion is supposed to trigger a complete link re-evaluation (which it does), but that will take into account the available loop counter. That's the missing part there. I guess I could add a comment/todo to make it more obvious.
Comments
enderorxShader.c
here,why just check for "pstParamValueBank " ,not for "pstParamBank"?
enderorxShader.c
here,"pstParamValue->s32Index <= 0" is right?
here,i see u allocate memory for two arrays, but i don't see any "orxMemory_Free" for them when delete.
the two "orxDEBUG_PRINT" should exchange for each other!
here,"pstBoundingBox" is a "orxOBOX *" ,"sizeof(orxAABOX)" is right???
i think "u32Counter" is the number of available neighbors in the"NEIGHBOR_LIST" array ,so "u32Counter++" should be in
7.in codesrc
ender
Is type name "orxSOUNDPOINTER_HOLDER" a typo? should be "orxSHADERPOINTER_HOLDER"?
ah ,it's just a small one, i just say it ,need not to change.
First,i'm sorry , i'm not sure if you've got any change that would affect my suggestion,because it've been some time past since i read this file.and i've forgotten some details of it.
here,u want: if the loop get its end ,set the link table to "dirty" to recompute it. But in my opinion when i read it ,i found the "loop" state would not cause function "orxAnimSet_ComputeLinkTable" to change anything.
And of course ,the "loop" is part of the link table , and it should be recomputered in theory ,but just for now it runs for nothing.
maybe i'am wrong.haha.
thanks for your time!
Thanks for all that sleuth work, much appreciated. I'll go over them tomorrow. Most of them sounds legit from here. I'll post here again when I'm done.
I fixed all except #8: it's actually a feature that's only partly implemented. You're right that when saying that the way it is right now, flagging the table as dirty won't have any impact, however at some point loop exhaustion is supposed to trigger a complete link re-evaluation (which it does), but that will take into account the available loop counter. That's the missing part there. I guess I could add a comment/todo to make it more obvious.