Use memset for flag initialization (compiler optimization is way better)

use temp variables instead of recalculating array index
This commit is contained in:
sapier 2014-06-07 02:52:58 +02:00
parent 496cb115b1
commit 56bf867874

@ -183,11 +183,10 @@ void VoxelManipulator::addArea(VoxelArea area)
// Allocate and clear new data
MapNode *new_data = new MapNode[new_size];
assert(new_data);
u8 *new_flags = new u8[new_size];
for(s32 i=0; i<new_size; i++)
{
new_flags[i] = VOXELFLAG_NOT_LOADED;
}
assert(new_flags);
memset(new_flags, VOXELFLAG_NOT_LOADED, new_size);
// Copy old data
@ -195,11 +194,13 @@ void VoxelManipulator::addArea(VoxelArea area)
for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
{
unsigned int old_index = m_area.index(x,y,z);
// If loaded, copy data and flags
if((m_flags[m_area.index(x,y,z)] & VOXELFLAG_NOT_LOADED) == false)
if((m_flags[old_index] & VOXELFLAG_NOT_LOADED) == false)
{
new_data[new_area.index(x,y,z)] = m_data[m_area.index(x,y,z)];
new_flags[new_area.index(x,y,z)] = m_flags[m_area.index(x,y,z)];
unsigned int new_index = new_area.index(x,y,z);
new_data[new_index] = m_data[old_index];
new_flags[new_index] = m_flags[old_index];
}
}