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Commit 2dfe146

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Remove unnecessary comments
1 parent 6a58de0 commit 2dfe146

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2 files changed

+2
-8
lines changed

2 files changed

+2
-8
lines changed

Source/Game-Lib/Game-Lib/Rendering/Debug/JoltDebugRenderer.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -680,7 +680,7 @@ JPH::DebugRenderer::Batch JoltDebugRenderer::CreateTriangleBatch(const Vertex* i
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batch->isIndexed = true;
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// Add vertices
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u32 vertexOffset = _vertices.AddCount(inVertexCount);//static_cast<u32>(vertices.size());
683+
u32 vertexOffset = _vertices.AddCount(inVertexCount);
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vec3 min = vec3(FLT_MAX);
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vec3 max = vec3(-FLT_MAX);
@@ -806,7 +806,7 @@ void JoltDebugRenderer::DrawGeometry(JPH::RMat44Arg inModelMatrix, const JPH::AA
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bool isIndexed = joltBatch->isIndexed;
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// Add instance
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u32 instanceID = _instances.Add(); // TODO: This probably grows every frame
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u32 instanceID = _instances.Add();
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mat4x4& instance = _instances[instanceID];
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for (u32 i = 0; i < 4; i++)

Source/Game-Lib/Game-Lib/Rendering/Model/ModelRenderer.cpp

Lines changed: 0 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -889,12 +889,6 @@ u32 ModelRenderer::GetInstanceIDFromDrawCallID(u32 drawCallID, bool isOpaque)
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void ModelRenderer::Reserve(const ReserveInfo& reserveInfo)
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{
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// Function AllocateForModel which LoadModel calls and passes in complexmodel
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// Calculate all the numbers for how much we need to add (pretty much this)
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// Try to acquire lock or wait, then add for everything
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// Now we have a bunch of offsets, return them to the LoadModel function
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// Basically move current Reserve functionality into AllocateForModel, and turn Reserve into a proper reserve which only increases capacity
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_instanceDatas.Reserve(reserveInfo.numInstances);
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_instanceMatrices.Reserve(reserveInfo.numInstances);
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