Vectors: Use clear() and has().
Use clear() instead of resize(0). Use has() instead of "find(p_val) != -1".
This commit is contained in:
parent
ea12094f19
commit
fc27636999
36 changed files with 62 additions and 64 deletions
|
|
@ -925,7 +925,7 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
|
|||
}
|
||||
for (int i = 0; i < 4; i++) {
|
||||
//clear subdivisions
|
||||
shadow_atlas->quadrants[i].shadows.resize(0);
|
||||
shadow_atlas->quadrants[i].shadows.clear();
|
||||
shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
|
||||
}
|
||||
|
||||
|
|
@ -972,7 +972,7 @@ void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, i
|
|||
}
|
||||
}
|
||||
|
||||
shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
|
||||
shadow_atlas->quadrants[p_quadrant].shadows.clear();
|
||||
shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
|
||||
shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
|
||||
|
||||
|
|
|
|||
|
|
@ -6238,7 +6238,7 @@ void RendererStorageRD::skeleton_allocate_data(RID p_skeleton, int p_bones, bool
|
|||
if (skeleton->buffer.is_valid()) {
|
||||
RD::get_singleton()->free(skeleton->buffer);
|
||||
skeleton->buffer = RID();
|
||||
skeleton->data.resize(0);
|
||||
skeleton->data.clear();
|
||||
skeleton->uniform_set_mi = RID();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue