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author | Aaron Franke <arnfranke@yahoo.com> | 2021-07-15 23:45:57 -0400 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2021-07-23 17:38:28 -0400 |
commit | 4e6efd1b07f1c6d53d226977ddc729333b74306a (patch) | |
tree | a52f672e7f622bb65e3b65f2a2edc9d19b1ecdcf /scene/3d/gpu_particles_collision_3d.cpp | |
parent | b918c4c3ce84af1f8af2d06ef31784f48a15551a (diff) | |
download | redot-engine-4e6efd1b07f1c6d53d226977ddc729333b74306a.tar.gz |
Use C++ iterators for Lists in many situations
Diffstat (limited to 'scene/3d/gpu_particles_collision_3d.cpp')
-rw-r--r-- | scene/3d/gpu_particles_collision_3d.cpp | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp index df7d7be1fd..97b562837a 100644 --- a/scene/3d/gpu_particles_collision_3d.cpp +++ b/scene/3d/gpu_particles_collision_3d.cpp @@ -397,9 +397,7 @@ Ref<Image> GPUParticlesCollisionSDF::bake() { bake_step_function(0, "Finding Meshes"); } - for (List<PlotMesh>::Element *E = plot_meshes.front(); E; E = E->next()) { - const PlotMesh &pm = E->get(); - + for (PlotMesh &pm : plot_meshes) { for (int i = 0; i < pm.mesh->get_surface_count(); i++) { if (pm.mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) { continue; //only triangles |