Mesh: modernize C++: use default member init
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@@ -74,12 +74,11 @@ class MeshRenderer::Private {
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public:
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Gui::OpenGLMultiBuffer vertices;
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Gui::OpenGLMultiBuffer indices;
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const SbColor * pcolors;
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SoMaterialBindingElement::Binding matbinding;
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bool initialized;
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const SbColor * pcolors{nullptr};
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SoMaterialBindingElement::Binding matbinding{SoMaterialBindingElement::OVERALL};
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bool initialized{false};
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Private();
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~Private();
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bool canRenderGLArray(SoGLRenderAction *) const;
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void generateGLArrays(SoGLRenderAction* action,
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SoMaterialBindingElement::Binding matbind,
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@@ -96,14 +95,9 @@ private:
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MeshRenderer::Private::Private()
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: vertices(GL_ARRAY_BUFFER)
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, indices(GL_ELEMENT_ARRAY_BUFFER)
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, pcolors(nullptr)
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, matbinding(SoMaterialBindingElement::OVERALL)
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, initialized(false)
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{
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}
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MeshRenderer::Private::~Private() = default;
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bool MeshRenderer::Private::canRenderGLArray(SoGLRenderAction *action) const
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{
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static bool init = false;
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@@ -461,7 +455,6 @@ void SoFCIndexedFaceSet::initClass()
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SoFCIndexedFaceSet::SoFCIndexedFaceSet()
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: renderTriangleLimit(UINT_MAX)
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, selectBuf(nullptr)
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{
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SO_NODE_CONSTRUCTOR(SoFCIndexedFaceSet);
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SO_NODE_ADD_FIELD(updateGLArray, (false));
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