- remove unsafe keyword from functions no longer needing it

This commit is contained in:
Magnus Norddahl 2019-08-22 15:52:17 +02:00
parent 1ef7d4a267
commit 7abcb2a328
2 changed files with 6 additions and 6 deletions

View file

@ -8,11 +8,11 @@ namespace CodeImp.DoomBuilder.Rendering
{ {
internal class Mesh : IDisposable internal class Mesh : IDisposable
{ {
unsafe public Mesh(RenderDevice graphics, WorldVertex[] vertexData, int[] indexData) public Mesh(RenderDevice graphics, WorldVertex[] vertexData, int[] indexData)
{ {
graphics.SetBufferData(Vertices, vertexData); graphics.SetBufferData(Vertices, vertexData);
graphics.SetBufferData(Indices, indexData); graphics.SetBufferData(Indices, indexData);
Count = indexData.Length; PrimitivesCount = indexData.Length / 3;
} }
~Mesh() ~Mesh()
@ -24,7 +24,7 @@ namespace CodeImp.DoomBuilder.Rendering
{ {
device.SetVertexBuffer(Vertices); device.SetVertexBuffer(Vertices);
device.SetIndexBuffer(Indices); device.SetIndexBuffer(Indices);
device.DrawIndexed(PrimitiveType.TriangleList, 0, Count / 3); device.DrawIndexed(PrimitiveType.TriangleList, 0, PrimitivesCount);
device.SetIndexBuffer(null); device.SetIndexBuffer(null);
device.SetVertexBuffer(null); device.SetVertexBuffer(null);
} }
@ -37,6 +37,6 @@ namespace CodeImp.DoomBuilder.Rendering
VertexBuffer Vertices = new VertexBuffer(); VertexBuffer Vertices = new VertexBuffer();
IndexBuffer Indices = new IndexBuffer(); IndexBuffer Indices = new IndexBuffer();
int Count; int PrimitivesCount;
} }
} }

View file

@ -608,7 +608,7 @@ namespace CodeImp.DoomBuilder.Rendering
#region ================== Start / Finish #region ================== Start / Finish
// This begins a drawing session // This begins a drawing session
public unsafe bool StartPlotter(bool clear) public bool StartPlotter(bool clear)
{ {
if(renderlayer != RenderLayers.None) if(renderlayer != RenderLayers.None)
{ {
@ -769,7 +769,7 @@ namespace CodeImp.DoomBuilder.Rendering
} }
// This renders all grid // This renders all grid
private unsafe void RenderBackgroundGrid() private void RenderBackgroundGrid()
{ {
// Do we need to redraw grid? // Do we need to redraw grid?
if(lastgridsize != General.Map.Grid.GridSizeF || lastgridscale != scale || if(lastgridsize != General.Map.Grid.GridSizeF || lastgridscale != scale ||