Use std::bitset for render.cpp object_rendered

This commit is contained in:
Kp 2014-10-02 03:02:34 +00:00
parent 33033ee0b2
commit 0ab9650bae

View file

@ -24,6 +24,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#include <algorithm>
#include <bitset>
#include <limits>
#include <stdlib.h>
#include <stdio.h>
@ -102,7 +103,7 @@ vms_vector Viewer_eye; //valid during render
fix Render_zoom = 0x9000; //the player's zoom factor
#ifndef NDEBUG
ubyte object_rendered[MAX_OBJECTS];
static std::bitset<MAX_OBJECTS> object_rendered;
#endif
#ifdef EDITOR
@ -618,7 +619,7 @@ static void do_render_object(vobjptridx_t obj, int window_num)
return;
}
object_rendered[obj] = 1;
object_rendered[obj] = true;
#endif
#if defined(DXX_BUILD_DESCENT_II)
@ -1720,9 +1721,6 @@ done_list:
//renders onto current canvas
void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
{
#ifndef NDEBUG
int i;
#endif
int nn;
render_state_t rstate;
@ -1730,8 +1728,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
Window_rendered_data[window_num].rendered_robots.clear();
#ifndef NDEBUG
for (i=0;i<=Highest_object_index;i++)
object_rendered[i] = 0;
object_rendered = {};
#endif
//set up for rendering