// Copy bone names locally in order to perform actor binding later
// Must keep names in same order (vertices reference into bone matrix array by index)
- for ( BoneContainer::const_iterator iter = bones.begin(); iter != bones.end(); iter++ )
+ for ( BoneContainer::const_iterator iter = bones.begin(); iter != bones.end(); ++iter )
{
const Bone& bone = (*iter);
mMesh.mBoneNames.push_back( bone.GetName() );
break;
}
- iter++;
+ ++iter;
}
return match;
}
for(ModelAnimationMapContainer::const_iterator iter=mAnimationMaps.begin();
iter != mAnimationMaps.end();
- iter++)
+ ++iter)
{
const ModelAnimationMap& animData = *iter;
if(animData.name == name)
index = 0;
for(ModelAnimationMapContainer::const_iterator iter=mAnimationMaps.begin();
iter != mAnimationMaps.end();
- iter++, index++)
+ ++iter, ++index)
{
const ModelAnimationMap& animData(*iter);
if(animData.name == name)
void RenderMaterialUniforms::SetUniforms( const RenderMaterial& material, Program& program, ShaderSubTypes shaderType )
{
- GLint location = Program::UNIFORM_UNKNOWN;
-
- location = mCustomUniform[ shaderType ][ 0 ].GetUniformLocation( program, "uMaterial.mOpacity" );
+ GLint location = mCustomUniform[ shaderType ][ 0 ].GetUniformLocation( program, "uMaterial.mOpacity" );
if( Program::UNIFORM_UNKNOWN != location )
{
program.SetUniform1f( location, material.mOpacity );
/* ... and removed contacts */
if (!mContacts.empty())
{
- for (it = mContacts.begin(); it != mContacts.end(); it++)
+ for (it = mContacts.begin(); it != mContacts.end(); ++it)
{
// signal end of collision
Integration::DynamicsCollisionData& data = (*it).second;
// Search for the ID in one of the live containers
// IDs are only briefly held in the new-completed or failed containers; check those last
- bool foundLiveRequest = false;
-
// Try removing from the old-completed requests
- foundLiveRequest = wasComplete = RemoveId(mImpl->oldCompleteRequests, deadId);
+ bool foundLiveRequest = wasComplete = RemoveId(mImpl->oldCompleteRequests, deadId);
// Try removing from the loading requests
if (!foundLiveRequest)
end = textResourceType->mCharacterList.end() ;
iter != end ; iter ++ )
{
- Vector2 clearArea;
- clearArea.x= iter->xPosition;
- clearArea.y= iter->yPosition;
+ Vector2 clearArea( iter->xPosition, iter->yPosition );
clearAreas.push_back(clearArea);
}