SceneGraph Issue / Oddity
by James Urquhart · in Torque Game Engine · 02/17/2006 (2:26 pm) · 0 replies
Hey,
I just noticed this minor oddity in the scenegraph code.
Wouldn't it be better to use the FrameAllocator to allocate the zoneScopeState? I'm pretty sure this function is called often - say, every frame.
Of course, considering it appears to work fine as it is, its probably not worth changing. But still, its something to look out for :)
I just noticed this minor oddity in the scenegraph code.
void SceneGraph::scopeScene(const Point3F& scopePosition,
const F32 scopeDistance,
NetConnection* netConnection)
{
...
SceneObject* pTraversalRoot = startObject;
U32 rootZone = startZone;
bool* zoneScopeState = new bool[mCurrZoneEnd]; // <<Wouldn't it be better to use the FrameAllocator to allocate the zoneScopeState? I'm pretty sure this function is called often - say, every frame.
Of course, considering it appears to work fine as it is, its probably not worth changing. But still, its something to look out for :)
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