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Commit 8e8faee1 authored by Éric Béchet's avatar Éric Béchet
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uninitialized stuff

parent 070de5a2
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...@@ -51,11 +51,26 @@ CTX::CTX() ...@@ -51,11 +51,26 @@ CTX::CTX()
drawRotationCenter = 0; drawRotationCenter = 0;
pickElements = 0; pickElements = 0;
geom.draw = 1; geom.draw = 1;
mesh.draw = 1; mesh.draw = 1;
post.draw = 1; mesh.qualityInf = mesh.qualitySup = mesh.radiusInf = mesh.radiusSup = mesh.qualityType = 0;
lock = 0; // very primitive locking mesh.triangles = mesh.tetrahedra = mesh.quadrangles = mesh.prisms = mesh.pyramids = mesh.hexahedra = mesh.lines = 0;
mesh.volumesEdges = mesh.volumesFaces = mesh.surfacesEdges = mesh.surfacesFaces = 0;
mesh.volumesFaces = mesh.surfacesEdges = mesh.surfacesFaces = 0;
mesh.smoothInternalEdges = mesh.smoothNormals = mesh.reverseAllNormals = mesh.explode = mesh.angleSmoothNormals = 0;
mesh.colorCarousel = 0;
mesh.changed = 0; mesh.changed = 0;
color.mesh.tangents = color.mesh.tetrahedron = color.mesh.triangle = color.mesh.prism = color.mesh.pyramid = color.mesh.hexahedron = 0;
color.mesh.tangents = color.mesh.line = color.mesh.quadrangle = 0;
for (int i = 0; i < 20; i++)
color.mesh.carousel[i] = 0;
post.draw = 1;
post.combineTime = 0; // try to combineTime views at startup post.combineTime = 0; // try to combineTime views at startup
lock = 0; // very primitive locking
#if defined(HAVE_FLTK) #if defined(HAVE_FLTK)
glFontEnum = FL_HELVETICA; glFontEnum = FL_HELVETICA;
#else #else
......
...@@ -36,7 +36,7 @@ class linearSystemCSR : public linearSystem<scalar> { ...@@ -36,7 +36,7 @@ class linearSystemCSR : public linearSystem<scalar> {
sparsityPattern _sparsity; // only used for pre-allocation, does not store the sparsity once allocated sparsityPattern _sparsity; // only used for pre-allocation, does not store the sparsity once allocated
public: public:
linearSystemCSR() linearSystemCSR()
: sorted(false), _a(0), _b(0), _x(0) {} : sorted(false), _entriesPreAllocated(false), _a(0), _b(0), _x(0) {}
virtual bool isAllocated() const { return _a != 0; } virtual bool isAllocated() const { return _a != 0; }
virtual void allocate(int) ; virtual void allocate(int) ;
virtual void clear() virtual void clear()
......
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