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