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Use range iterators for Map

This commit is contained in:
Lightning_A
2021-08-09 14:13:42 -06:00
parent e4dfa69bcf
commit c63b18507d
154 changed files with 1897 additions and 1897 deletions

View File

@@ -850,8 +850,8 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
}
//erase shadow atlas reference from lights
for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
LightInstance *li = light_instance_owner.get_or_null(E->key());
for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
LightInstance *li = light_instance_owner.get_or_null(E.key);
ERR_CONTINUE(!li);
li->shadow_atlases.erase(p_atlas);
}
@@ -4801,8 +4801,8 @@ void RendererSceneRenderRD::init() {
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
RD::get_singleton()->free(E->get().cubemap);
for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
RD::get_singleton()->free(E.value.cubemap);
}
if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {