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[GEN][ZH] Remove unnecessary NULL pointer tests in RTS3DScene::RTS3DScene() #1105

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Jun 22, 2025
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Original file line number Diff line number Diff line change
Expand Up @@ -136,7 +136,7 @@ RTS3DScene::RTS3DScene()
//Allocate memory to hold queue of visible renderobjects that need to be drawn last
//because they are forced translucent.
m_translucentObjectsCount = 0;
if (TheGlobalData && TheGlobalData->m_maxVisibleTranslucentObjects)
if (TheGlobalData->m_maxVisibleTranslucentObjects > 0)
m_translucentObjectsBuffer = NEW RenderObjClass* [TheGlobalData->m_maxVisibleTranslucentObjects];
else
m_translucentObjectsBuffer = NULL;
Expand All @@ -146,18 +146,26 @@ RTS3DScene::RTS3DScene()
m_numNonOccluderOrOccludee=0;
m_occludedObjectsCount=0;

m_potentialOccluders=NULL;
m_potentialOccludees=NULL;
m_nonOccludersOrOccludees=NULL;
if (TheGlobalData->m_maxVisibleOccluderObjects > 0)
m_potentialOccluders = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccluderObjects];
else
m_potentialOccluders = NULL;

if (TheGlobalData->m_maxVisibleOccludeeObjects > 0)
m_potentialOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccludeeObjects];
else
m_potentialOccludees = NULL;

if (TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects > 0)
m_nonOccludersOrOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects];
else
m_nonOccludersOrOccludees = NULL;

//Modify the shader to make occlusion transparent
ShaderClass shader = PlayerColorShader;
shader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_SRC_ALPHA);
shader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA);

m_potentialOccluders = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccluderObjects];
m_potentialOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccludeeObjects];
m_nonOccludersOrOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects];
#ifdef USE_NON_STENCIL_OCCLUSION
for (i=0; i<MAX_PLAYER_COUNT; i++)
{ m_occludedMaterialPass[i]=NEW_REF(MaterialPassClass,());
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -152,7 +152,7 @@ RTS3DScene::RTS3DScene()
//Allocate memory to hold queue of visible renderobjects that need to be drawn last
//because they are forced translucent.
m_translucentObjectsCount = 0;
if (TheGlobalData && TheGlobalData->m_maxVisibleTranslucentObjects)
if (TheGlobalData->m_maxVisibleTranslucentObjects > 0)
m_translucentObjectsBuffer = NEW RenderObjClass* [TheGlobalData->m_maxVisibleTranslucentObjects];
else
m_translucentObjectsBuffer = NULL;
Expand All @@ -162,19 +162,26 @@ RTS3DScene::RTS3DScene()
m_numNonOccluderOrOccludee=0;
m_occludedObjectsCount=0;

m_potentialOccluders=NULL;
m_potentialOccludees=NULL;
m_nonOccludersOrOccludees=NULL;
if (TheGlobalData->m_maxVisibleOccluderObjects > 0)
m_potentialOccluders = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccluderObjects];
else
m_potentialOccluders = NULL;

if (TheGlobalData->m_maxVisibleOccludeeObjects > 0)
m_potentialOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccludeeObjects];
else
m_potentialOccludees = NULL;

if (TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects > 0)
m_nonOccludersOrOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects];
else
m_nonOccludersOrOccludees = NULL;

//Modify the shader to make occlusion transparent
ShaderClass shader = PlayerColorShader;
shader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_SRC_ALPHA);
shader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA);

m_potentialOccluders = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccluderObjects];
m_potentialOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccludeeObjects];
m_nonOccludersOrOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects];

#ifdef USE_NON_STENCIL_OCCLUSION
for (i=0; i<MAX_PLAYER_COUNT; i++)
{ m_occludedMaterialPass[i]=NEW_REF(MaterialPassClass,());
Expand Down
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