namespace GL {
OpenGLFramebuffer::OpenGLFramebuffer(bool is_system):
- id(0),
status(is_system ? GL_FRAMEBUFFER_COMPLETE : GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT)
{
if(!is_system)
friend class OpenGLPipelineState;
protected:
- unsigned id;
+ unsigned id = 0;
mutable unsigned status;
OpenGLFramebuffer(bool);
{
protected:
OpenGLUniformBlock(bool);
- ~OpenGLUniformBlock() { }
+ ~OpenGLUniformBlock() = default;
};
using UniformBlockBackend = OpenGLUniformBlock;
Framebuffer::Framebuffer(bool s):
- FramebufferBackend(s),
- dirty(0)
+ FramebufferBackend(s)
{ }
Framebuffer::Framebuffer():
- FramebufferBackend(false),
- width(0),
- height(0),
- dirty(0)
+ FramebufferBackend(false)
{ }
Framebuffer::Framebuffer(FrameAttachment fa):
FrameFormat format;
std::vector<Attachment> attachments;
- unsigned width;
- unsigned height;
- mutable unsigned dirty;
+ unsigned width = 0;
+ unsigned height = 0;
+ mutable unsigned dirty = 0;
Framebuffer(bool);
public:
private:
struct Uniform
{
- int location;
- int desc_set;
- int bind_point;
-
- Uniform(): location(-1), desc_set(0), bind_point(-1) { }
+ int location = -1;
+ int desc_set = 0;
+ int bind_point = -1;
};
Features features;
Block::Block(const Block &other):
Node(other),
body(other.body),
- use_braces(other.use_braces),
- parent(0)
+ use_braces(other.use_braces)
{ }
void Block::visit(NodeVisitor &visitor)
namespace Msp {
namespace GL {
-View::View():
- camera(0),
- content(0),
- internal_renderer(0)
-{ }
-
View::~View()
{
delete internal_renderer;
class View
{
protected:
- Camera *camera;
- Renderable *content;
- Renderer *internal_renderer;
+ Camera *camera = 0;
+ Renderable *content = 0;
+ Renderer *internal_renderer = 0;
- View();
+ View() = default;
public:
virtual ~View();