Merge pull request #13571 from wayne-chen/unusedLambdaCaptureVariables

Removing unused variables from lambda capture expressions
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Wayne Chen 2018-07-10 08:56:38 -07:00 committed by GitHub
commit 28583ad2a2
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 2 additions and 4 deletions

View file

@ -40,7 +40,6 @@ void GameSpaceToRender::run(const workload::WorkloadContextPointer& runContext,
auto visible = _showAllProxies || _showAllViews;
auto showProxies = _showAllProxies;
auto showViews = _showAllViews;
auto freezeViews = _freezeViews;
render::Transaction transaction;
auto scene = gameWorkloadContext->_scene;
@ -71,7 +70,7 @@ void GameSpaceToRender::run(const workload::WorkloadContextPointer& runContext,
transaction.resetItem(_spaceRenderItemID, std::make_shared<GameWorkloadRenderItem::Payload>(renderItem));
}
transaction.updateItem<GameWorkloadRenderItem>(_spaceRenderItemID, [visible, showProxies, proxies, freezeViews, showViews, views](GameWorkloadRenderItem& item) {
transaction.updateItem<GameWorkloadRenderItem>(_spaceRenderItemID, [visible, showProxies, proxies, showViews, views](GameWorkloadRenderItem& item) {
item.setVisible(visible);
item.showProxies(showProxies);
item.setAllProxies(proxies);

View file

@ -1575,13 +1575,12 @@ void Model::removeMaterial(graphics::MaterialPointer material, const std::string
for (auto shapeID : shapeIDs) {
if (shapeID < _modelMeshRenderItemIDs.size()) {
auto itemID = _modelMeshRenderItemIDs[shapeID];
bool visible = isVisible();
auto renderItemsKey = _renderItemKeyGlobalFlags;
bool wireframe = isWireframe();
auto meshIndex = _modelMeshRenderItemShapes[shapeID].meshIndex;
bool invalidatePayloadShapeKey = shouldInvalidatePayloadShapeKey(meshIndex);
bool useDualQuaternionSkinning = _useDualQuaternionSkinning;
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, visible, renderItemsKey,
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, renderItemsKey,
invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning](ModelMeshPartPayload& data) {
data.removeMaterial(material);
// if the material changed, we might need to update our item key or shape key