use ref parameters in a few more places where able

This commit is contained in:
Gered 2013-08-25 19:53:34 -04:00
parent d20837e199
commit 4946006e8d

View file

@ -69,9 +69,9 @@ namespace Blarg.GameFramework.TileMap
color = tileMesh.Color;
if (tileMesh is CubeTileMesh)
HandleCubeMesh(buffer, x, y, z, tile, chunk, (CubeTileMesh)tileMesh, position, transform, color);
HandleCubeMesh(buffer, x, y, z, tile, chunk, (CubeTileMesh)tileMesh, ref position, transform, ref color);
else
HandleGenericMesh(buffer, x, y, z, tile, chunk, tileMesh, position, transform, color);
HandleGenericMesh(buffer, x, y, z, tile, chunk, tileMesh, ref position, transform, ref color);
}
}
}
@ -84,9 +84,9 @@ namespace Blarg.GameFramework.TileMap
Tile tile,
TileChunk chunk,
CubeTileMesh mesh,
Point3 tileMapPosition,
Matrix4x4 transform,
Color color)
ref Point3 tileMapPosition,
Matrix4x4? transform,
ref Color color)
{
// determine what's next to each cube face
Tile left = chunk.GetWithinSelfOrNeighbourSafe(x - 1, y, z);
@ -103,9 +103,9 @@ namespace Blarg.GameFramework.TileMap
tile,
mesh,
chunk,
tileMapPosition,
ref tileMapPosition,
transform,
color,
ref color,
mesh.LeftFaceVertexOffset,
TileMesh.CUBE_VERTICES_PER_FACE);
}
@ -115,9 +115,9 @@ namespace Blarg.GameFramework.TileMap
tile,
mesh,
chunk,
tileMapPosition,
ref tileMapPosition,
transform,
color,
ref color,
mesh.RightFaceVertexOffset,
TileMesh.CUBE_VERTICES_PER_FACE);
}
@ -127,9 +127,9 @@ namespace Blarg.GameFramework.TileMap
tile,
mesh,
chunk,
tileMapPosition,
ref tileMapPosition,
transform,
color,
ref color,
mesh.FrontFaceVertexOffset,
TileMesh.CUBE_VERTICES_PER_FACE);
}
@ -139,9 +139,9 @@ namespace Blarg.GameFramework.TileMap
tile,
mesh,
chunk,
tileMapPosition,
ref tileMapPosition,
transform,
color,
ref color,
mesh.BackFaceVertexOffset,
TileMesh.CUBE_VERTICES_PER_FACE);
}
@ -151,9 +151,9 @@ namespace Blarg.GameFramework.TileMap
tile,
mesh,
chunk,
tileMapPosition,
ref tileMapPosition,
transform,
color,
ref color,
mesh.BottomFaceVertexOffset,
TileMesh.CUBE_VERTICES_PER_FACE);
}
@ -163,9 +163,9 @@ namespace Blarg.GameFramework.TileMap
tile,
mesh,
chunk,
tileMapPosition,
ref tileMapPosition,
transform,
color,
ref color,
mesh.TopFaceVertexOffset,
TileMesh.CUBE_VERTICES_PER_FACE);
}
@ -178,9 +178,9 @@ namespace Blarg.GameFramework.TileMap
Tile tile,
TileChunk chunk,
TileMesh mesh,
Point3 tileMapPosition,
Matrix4x4 transform,
Color color)
ref Point3 tileMapPosition,
Matrix4x4? transform,
ref Color color)
{
bool visible = false;
@ -204,16 +204,24 @@ namespace Blarg.GameFramework.TileMap
visible = true;
if (visible)
AddMesh(buffer, tile, mesh, chunk, tileMapPosition, transform, color, 0, mesh.Vertices.NumElements);
AddMesh(buffer,
tile,
mesh,
chunk,
ref tileMapPosition,
transform,
ref color,
0,
mesh.Vertices.NumElements);
}
protected void AddMesh(VertexBuffer buffer,
Tile tile,
TileMesh sourceMesh,
TileChunk chunk,
Point3 position,
ref Point3 position,
Matrix4x4? transform,
Color color,
ref Color color,
int firstVertex,
int numVertices)
{