[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [40842] trunk/blender/source/blender/ makesdna/DNA_scene_types.h: Scene.GameData DNA alignment nitpicking
Dalai Felinto
dfelinto at gmail.com
Fri Oct 7 07:19:22 CEST 2011
Revision: 40842
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=40842
Author: dfelinto
Date: 2011-10-07 05:19:21 +0000 (Fri, 07 Oct 2011)
Log Message:
-----------
Scene.GameData DNA alignment nitpicking
* "structures are always multiples of 8 bytes in size" (adding two pads for RecastData)
removing some unecessary pads. Moving others to make pad counting easy.
(although this patch is not highly needed in trunk it will help cucumber merging)
This could probably fixed the problem address at rev.40084
Modified Paths:
--------------
trunk/blender/source/blender/makesdna/DNA_scene_types.h
Modified: trunk/blender/source/blender/makesdna/DNA_scene_types.h
===================================================================
--- trunk/blender/source/blender/makesdna/DNA_scene_types.h 2011-10-07 00:26:04 UTC (rev 40841)
+++ trunk/blender/source/blender/makesdna/DNA_scene_types.h 2011-10-07 05:19:21 UTC (rev 40842)
@@ -426,8 +426,7 @@
#define SCE_GAMEFRAMING_EXTEND 1
#define SCE_GAMEFRAMING_SCALE 2
-typedef struct RecastData
-{
+typedef struct RecastData {
float cellsize;
float cellheight;
float agentmaxslope;
@@ -441,6 +440,7 @@
int vertsperpoly;
float detailsampledist;
float detailsamplemaxerror;
+ short pad1, pad2;
} RecastData;
typedef struct GameData {
@@ -453,8 +453,7 @@
/* stereo/dome mode */
struct GameDome dome;
short stereoflag, stereomode;
- short pad2, pad3;
- float eyeseparation, pad1;
+ float eyeseparation;
RecastData recastData;
@@ -471,11 +470,12 @@
* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
*/
int flag;
- short mode, matmode, pad;
+ short mode, matmode;
short occlusionRes; /* resolution of occlusion Z buffer in pixel */
short physicsEngine;
+ short pad[2];
short ticrate, maxlogicstep, physubstep, maxphystep;
- short obstacleSimulation;
+ short obstacleSimulation, pad1;
float levelHeight;
} GameData;
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