Texture2D &texture;
IO::Seekable &io;
Buffer pixel_buffer;
- char *mapped_address;
+ char *mapped_address = 0;
Graphics::Image image;
- Graphics::ImageLoader *img_loader;
- unsigned n_bytes;
- int phase;
+ Graphics::ImageLoader *img_loader = 0;
+ unsigned n_bytes = 0;
+ int phase = 0;
public:
AsyncLoader(Texture2D &, IO::Seekable &);
OpenGLTexture2D::AsyncLoader::AsyncLoader(Texture2D &t, IO::Seekable &i):
texture(t),
io(i),
- mapped_address(0),
- img_loader(Graphics::ImageLoader::open_io(io)),
- phase(0)
+ img_loader(Graphics::ImageLoader::open_io(io))
{ }
OpenGLTexture2D::AsyncLoader::~AsyncLoader()
Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
mesh(m),
- io(i),
- vertex_updater(0),
- index_updater(0),
- phase(0)
+ io(i)
{
mesh.disallow_rendering = true;
mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
private:
Mesh &mesh;
IO::Seekable &io;
- Bufferable::AsyncUpdater *vertex_updater;
- Bufferable::AsyncUpdater *index_updater;
- unsigned phase;
+ Bufferable::AsyncUpdater *vertex_updater = 0;
+ Bufferable::AsyncUpdater *index_updater = 0;
+ unsigned phase = 0;
public:
AsyncLoader(Mesh &, IO::Seekable &);