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authorAaron Franke <arnfranke@yahoo.com>2021-07-15 23:45:57 -0400
committerAaron Franke <arnfranke@yahoo.com>2021-07-23 17:38:28 -0400
commit4e6efd1b07f1c6d53d226977ddc729333b74306a (patch)
treea52f672e7f622bb65e3b65f2a2edc9d19b1ecdcf /scene/3d/voxel_gi.cpp
parentb918c4c3ce84af1f8af2d06ef31784f48a15551a (diff)
downloadredot-engine-4e6efd1b07f1c6d53d226977ddc729333b74306a.tar.gz
Use C++ iterators for Lists in many situations
Diffstat (limited to 'scene/3d/voxel_gi.cpp')
-rw-r--r--scene/3d/voxel_gi.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/scene/3d/voxel_gi.cpp b/scene/3d/voxel_gi.cpp
index bc52db5387..5cf7522667 100644
--- a/scene/3d/voxel_gi.cpp
+++ b/scene/3d/voxel_gi.cpp
@@ -384,14 +384,14 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
int pmc = 0;
- for (List<PlotMesh>::Element *E = mesh_list.front(); E; E = E->next()) {
+ for (PlotMesh &E : mesh_list) {
if (bake_step_function) {
bake_step_function(pmc, RTR("Plotting Meshes") + " " + itos(pmc) + "/" + itos(mesh_list.size()));
}
pmc++;
- baker.plot_mesh(E->get().local_xform, E->get().mesh, E->get().instance_materials, E->get().override_material);
+ baker.plot_mesh(E.local_xform, E.mesh, E.instance_materials, E.override_material);
}
if (bake_step_function) {
bake_step_function(pmc++, RTR("Finishing Plot"));