Use a reference in parseSceneManager to avoid copying

This commit is contained in:
Vincent Lejeune
2015-01-23 00:16:28 +01:00
parent 4f5b84a134
commit fdfab19382

View File

@@ -484,7 +484,7 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
}
static void
parseSceneManager(core::list<scene::ISceneNode*> List, std::vector<scene::ISceneNode *> *ImmediateDraw,
parseSceneManager(core::list<scene::ISceneNode*> &List, std::vector<scene::ISceneNode *> *ImmediateDraw,
const scene::ICameraSceneNode* cam, scene::ICameraSceneNode *shadow_cam[4], const scene::ICameraSceneNode *rsmcam,
bool culledforcam, bool culledforshadowcam[4], bool culledforrsm, bool drawRSM)
{
@@ -517,7 +517,7 @@ parseSceneManager(core::list<scene::ISceneNode*> List, std::vector<scene::IScene
handleSTKCommon(*I, ImmediateDraw, cam, shadow_cam, rsmcam, newculledforcam, newculledforshadowcam, newculledforrsm, drawRSM);
parseSceneManager((*I)->getChildren(), ImmediateDraw, cam, shadow_cam, rsmcam, newculledforcam, newculledforshadowcam, newculledforrsm, drawRSM);
parseSceneManager(const_cast<core::list<scene::ISceneNode*>& >((*I)->getChildren()), ImmediateDraw, cam, shadow_cam, rsmcam, newculledforcam, newculledforshadowcam, newculledforrsm, drawRSM);
}
}