Adding initialization to GLM vectors

This commit is contained in:
Seth Hillbrand 2018-04-11 10:59:28 -07:00
parent 18b0b78397
commit 86f744a1fd
2 changed files with 7 additions and 7 deletions

View File

@ -63,7 +63,7 @@ CINFO3D_VISU::CINFO3D_VISU() :
m_boardPos = wxPoint(); m_boardPos = wxPoint();
m_boardSize = wxSize(); m_boardSize = wxSize();
m_boardCenter = SFVEC3F(); m_boardCenter = SFVEC3F( 0.0f );
m_boardBoudingBox.Reset(); m_boardBoudingBox.Reset();
m_board2dBBox3DU.Reset(); m_board2dBBox3DU.Reset();

View File

@ -497,7 +497,7 @@ static void HITINFO_PACKET_init( HITINFO_PACKET *aHitPacket )
aHitPacket[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity(); aHitPacket[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity();
aHitPacket[i].m_HitInfo.m_acc_node_info = 0; aHitPacket[i].m_HitInfo.m_acc_node_info = 0;
aHitPacket[i].m_hitresult = false; aHitPacket[i].m_hitresult = false;
aHitPacket[i].m_HitInfo.m_HitNormal = SFVEC3F(); aHitPacket[i].m_HitInfo.m_HitNormal = SFVEC3F( 0.0f );
aHitPacket[i].m_HitInfo.m_ShadowFactor = 1.0f; aHitPacket[i].m_HitInfo.m_ShadowFactor = 1.0f;
} }
} }
@ -706,9 +706,9 @@ void C3D_RENDER_RAYTRACING::rt_render_trace_block( GLubyte *ptrPBO ,
{ {
m_postshader_ssao.SetPixelData( blockPos.x + x, m_postshader_ssao.SetPixelData( blockPos.x + x,
yBlockPos, yBlockPos,
SFVEC3F(), SFVEC3F( 0.0f ),
outColor, outColor,
SFVEC3F(), SFVEC3F( 0.0f ),
0, 0,
1.0f ); 1.0f );
} }
@ -883,9 +883,9 @@ void C3D_RENDER_RAYTRACING::rt_render_trace_block( GLubyte *ptrPBO ,
hitPacket_X0Y0[i].m_HitInfo.m_ShadowFactor ); hitPacket_X0Y0[i].m_HitInfo.m_ShadowFactor );
else else
m_postshader_ssao.SetPixelData( bPos.x, bPos.y, m_postshader_ssao.SetPixelData( bPos.x, bPos.y,
SFVEC3F(), SFVEC3F( 0.0f ),
hColor, hColor,
SFVEC3F(), SFVEC3F( 0.0f ),
0, 0,
1.0f ); 1.0f );
@ -2036,7 +2036,7 @@ bool C3D_RENDER_RAYTRACING::initializeOpenGL()
void C3D_RENDER_RAYTRACING::initialize_block_positions() void C3D_RENDER_RAYTRACING::initialize_block_positions()
{ {
m_realBufferSize = SFVEC2UI(); m_realBufferSize = SFVEC2UI( 0 );
// Calc block positions for fast preview mode // Calc block positions for fast preview mode
// ///////////////////////////////////////////////////////////////////// // /////////////////////////////////////////////////////////////////////