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PrioritySortUtil::Prioritizer doesn't need to be a template
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2 changed files with 1 additions and 2 deletions
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@ -355,7 +355,7 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
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std::priority_queue< SortableRenderer > sortedRenderables;
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std::priority_queue< SortableRenderer > sortedRenderables;
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{
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{
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PROFILE_RANGE_EX(simulation_physics, "SortRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
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PROFILE_RANGE_EX(simulation_physics, "SortRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
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PrioritySortUtil::Prioritizer<EntityRendererPointer> prioritizer(view);
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PrioritySortUtil::Prioritizer prioritizer(view);
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std::unordered_map<EntityItemID, EntityRendererPointer>::iterator itr = _renderablesToUpdate.begin();
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std::unordered_map<EntityItemID, EntityRendererPointer>::iterator itr = _renderablesToUpdate.begin();
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while (itr != _renderablesToUpdate.end()) {
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while (itr != _renderablesToUpdate.end()) {
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float priority = prioritizer.computePriority(PrioritizableRenderer(itr->second));
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float priority = prioritizer.computePriority(PrioritizableRenderer(itr->second));
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@ -80,7 +80,6 @@ namespace PrioritySortUtil {
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virtual uint64_t getTimestamp() const = 0;
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virtual uint64_t getTimestamp() const = 0;
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};
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};
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template <typename T>
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class Prioritizer {
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class Prioritizer {
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public:
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public:
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Prioritizer() = delete;
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Prioritizer() = delete;
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