Scene.GameData DNA alignment nitpicking

* "structures are always multiples of 8 bytes in size" (adding two pads for RecastData)
removing some unecessary pads. Moving others to make pad counting easy.

(although this patch is not highly needed in trunk it will help cucumber merging)
This could probably fixed the problem address at rev.40084
This commit is contained in:
Dalai Felinto 2011-10-07 05:19:21 +00:00
parent 47253d0a2c
commit aac598303b
1 changed files with 6 additions and 6 deletions

View File

@ -426,8 +426,7 @@ typedef struct GameFraming {
#define SCE_GAMEFRAMING_EXTEND 1
#define SCE_GAMEFRAMING_SCALE 2
typedef struct RecastData
{
typedef struct RecastData {
float cellsize;
float cellheight;
float agentmaxslope;
@ -441,6 +440,7 @@ typedef struct RecastData
int vertsperpoly;
float detailsampledist;
float detailsamplemaxerror;
short pad1, pad2;
} RecastData;
typedef struct GameData {
@ -453,8 +453,7 @@ typedef struct GameData {
/* stereo/dome mode */
struct GameDome dome;
short stereoflag, stereomode;
short pad2, pad3;
float eyeseparation, pad1;
float eyeseparation;
RecastData recastData;
@ -471,11 +470,12 @@ typedef struct GameData {
* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
*/
int flag;
short mode, matmode, pad;
short mode, matmode;
short occlusionRes; /* resolution of occlusion Z buffer in pixel */
short physicsEngine;
short pad[2];
short ticrate, maxlogicstep, physubstep, maxphystep;
short obstacleSimulation;
short obstacleSimulation, pad1;
float levelHeight;
} GameData;