Revert "Code cleanup to use array.data() rather than &array[0]."

This reverts commit 40b367479c.

Didn't build or solve any known issue. Please don't push changes without
testing them first.
This commit is contained in:
Mai Lavelle
2016-08-17 18:49:18 -04:00
parent 40b367479c
commit 7baf93c711
5 changed files with 24 additions and 24 deletions

View File

@@ -298,17 +298,17 @@ int Mesh::split_vertex(int vertex)
foreach(Attribute& attr, attributes.attributes) {
if(attr.element == ATTR_ELEMENT_VERTEX) {
array<char> tmp(attr.data_sizeof());
memcpy(tmp.data(), attr.data() + tmp.size()*vertex, tmp.size());
attr.add(tmp.data());
vector<char> tmp(attr.data_sizeof());
memcpy(&tmp[0], attr.data() + tmp.size()*vertex, tmp.size());
attr.add(&tmp[0]);
}
}
foreach(Attribute& attr, subd_attributes.attributes) {
if(attr.element == ATTR_ELEMENT_VERTEX) {
array<char> tmp(attr.data_sizeof());
memcpy(tmp.data(), attr.data() + tmp.size()*vertex, tmp.size());
attr.add(tmp.data());
vector<char> tmp(attr.data_sizeof());
memcpy(&tmp[0], attr.data() + tmp.size()*vertex, tmp.size());
attr.add(&tmp[0]);
}
}
@@ -474,7 +474,7 @@ void Mesh::add_face_normals()
bool flip = transform_negative_scaled;
if(triangles_size) {
float3 *verts_ptr = verts.data();
float3 *verts_ptr = &verts[0];
for(size_t i = 0; i < triangles_size; i++) {
fN[i] = compute_face_normal(get_triangle(i), verts_ptr);
@@ -568,7 +568,7 @@ void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal)
bool last_smooth = false;
size_t triangles_size = num_triangles();
int *shader_ptr = shader.data();
int *shader_ptr = (shader.size())? &shader[0]: NULL;
bool do_transform = transform_applied;
Transform ntfm = transform_normal;
@@ -608,7 +608,7 @@ void Mesh::pack_verts(const vector<uint>& tri_prim_index,
size_t verts_size = verts.size();
if(verts_size && subd_faces.size()) {
float2 *vert_patch_uv_ptr = vert_patch_uv.data();
float2 *vert_patch_uv_ptr = &vert_patch_uv[0];
for(size_t i = 0; i < verts_size; i++) {
tri_patch_uv[i] = vert_patch_uv_ptr[i];
@@ -636,8 +636,8 @@ void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, s
/* pack curve keys */
if(curve_keys_size) {
float3 *keys_ptr = curve_keys.data();
float *radius_ptr = curve_radius.data();
float3 *keys_ptr = &curve_keys[0];
float *radius_ptr = &curve_radius[0];
for(size_t i = 0; i < curve_keys_size; i++)
curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]);