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author | hbina085 <hanif.ariffin.4326@gmail.com> | 2019-06-28 23:09:59 -0400 |
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committer | hbina085 <hanif.ariffin.4326@gmail.com> | 2019-06-29 16:08:48 -0400 |
commit | 9f0c6a60095025cb7f67a36ffa81e8709d645a66 (patch) | |
tree | 2d4419aaf70b84fe81e26dc9227ef6940437d217 /scene/resources/particles_material.cpp | |
parent | 3942c939e3ed152d4cf9647411f34d1bc14cdec2 (diff) |
Many fallthrough switch cases now have the FALLTHROUGH macro to tell the compiler that this is intended.
Diffstat (limited to 'scene/resources/particles_material.cpp')
-rw-r--r-- | scene/resources/particles_material.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index a80a57a09c..691d73c181 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -184,7 +184,8 @@ void ParticlesMaterial::_update_shader() { } break; case EMISSION_SHAPE_DIRECTED_POINTS: { code += "uniform sampler2D emission_texture_normal : hint_black;\n"; - } //fallthrough + FALLTHROUGH; + } case EMISSION_SHAPE_POINTS: { code += "uniform sampler2D emission_texture_points : hint_black;\n"; code += "uniform int emission_texture_point_count;\n"; |