3D engine with modern graphics
This report presents the forensic synthetic code analysis of turanszkij/WickedEngine, a C++ project with 7,146 GitHub stars. SynthScan v2.0 examined 852,188 lines of code across 1409 source files, recording 2898 pattern matches distributed across 10 syntactic categories. The overall adjusted score of 2.9 places this repository in the Likely human-written band.
The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).
Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.
Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.
This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.
The scanner identified 2898 distinct pattern matches across 10 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.
Reading the findings table: The Severity column indicates the diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | third_party_software.txt | 481 | // | COMMENT |
| LOW | WickedEngine/wiCanvas.h | 61 | // Use this for scissor, viewport | COMMENT |
| LOW | WickedEngine/wiArchive.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiArchive.h | 81 | bool IsOpen() const { return data_ptr != nullptr; }; | COMMENT |
| LOW | WickedEngine/wiECS.h | 1 | #ifndef WI_ENTITY_COMPONENT_SYSTEM_H | COMMENT |
| LOW | WickedEngine/wiECS.h | 461 | wi::vector<Component> components; | COMMENT |
| LOW | WickedEngine/wiResourceManager.cpp | 1 | #include "wiResourceManager.h" | COMMENT |
| LOW | WickedEngine/wiVector.h | 1 | #ifndef WI_VECTOR_REPLACEMENT | COMMENT |
| LOW | WickedEngine/wiInput.cpp | 1 | #include "wiInput.h" | COMMENT |
| LOW | WickedEngine/wiHairParticle.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiOcean.cpp | 1 | #include "wiOcean.h" | COMMENT |
| LOW | WickedEngine/wiRenderer.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiRenderer.h | 1401 | float slopeBlendPower = 0; | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_DX12.cpp | 1 | #include "wiGraphicsDevice_DX12.h" | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_DX12.cpp | 1801 | // This is allocating from the global shader visible descriptor heaps in a simple incrementing | COMMENT |
| LOW | WickedEngine/wiRenderPath3D_PathTracing.cpp | 1 | #include "wiRenderPath3D_PathTracing.h" | COMMENT |
| LOW | WickedEngine/wiApplication.cpp | 1 | #include "wiApplication.h" | COMMENT |
| LOW | WickedEngine/wiApplication.cpp | 21 | #include "wiGraphicsDevice_PS5.h" | COMMENT |
| LOW | WickedEngine/wiHairParticle.cpp | 1 | #include "wiHairParticle.h" | COMMENT |
| LOW | WickedEngine/wiScene_BindLua.cpp | 1 | #include "wiScene_BindLua.h" | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_Vulkan.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_Vulkan.h | 21 | #define VK_NO_PROTOTYPES | COMMENT |
| LOW | WickedEngine/CMakeLists.txt | 101 | add_library(WickedEngine_common OBJECT ${SOURCE_FILES} ${HEADER_FILES}) | COMMENT |
| LOW | WickedEngine/wiHelper.cpp | 1 | #include "wiHelper.h" | COMMENT |
| LOW | WickedEngine/wiHelper.cpp | 21 | #include <chrono> | COMMENT |
| LOW | WickedEngine/wiHelper.cpp | 41 | #include <sys/user.h> | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiRenderer_BindLua.cpp | 1 | #include "wiRenderer_BindLua.h" | COMMENT |
| LOW | WickedEngine/wiRenderPath.h | 21 | virtual void Stop() {} | COMMENT |
| LOW | WickedEngine/wiMath.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiMath.h | 21 | // DirectXMath headers | COMMENT |
| LOW | WickedEngine/wiMath.h | 641 | { | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_DX12.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_DX12.h | 21 | #include "Utility/dx12/d3d12video.h" | COMMENT |
| LOW | WickedEngine/wiScene.cpp | 1 | #include "wiScene.h" | COMMENT |
| LOW | WickedEngine/wiScene.cpp | 8901 | // 0). The old code (ProjectToScreen) divided unconditionally, so any | COMMENT |
| LOW | WickedEngine/wiSpinLock.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiRenderer.cpp | 1 | #include "wiRenderer.h" | COMMENT |
| LOW | WickedEngine/wiRenderer.cpp | 21 | #include "wiUnorderedMap.h" // leave it here for shader dump! | COMMENT |
| LOW | WickedEngine/wiRenderer.cpp | 7801 | //const ObjectComponent& object = scene.objects[i]; | COMMENT |
| LOW | WickedEngine/wiRenderer.cpp | 13501 | const TextureDesc& desc = read_depth.GetDesc(); | COMMENT |
| LOW | WickedEngine/wiRenderer.cpp | 18041 | const bool enable_display_resolution_motion_vectors = false; | COMMENT |
| LOW | WickedEngine/wiScene_Components.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/WickedEngine.h | 1 | #ifndef WICKEDENGINE | COMMENT |
| LOW | WickedEngine/WickedEngine.h | 21 | #include "wiVersion.h" | COMMENT |
| LOW | WickedEngine/WickedEngine.h | 41 | #include "wiXInput.h" | COMMENT |
| LOW | WickedEngine/WickedEngine.h | 61 | #include "wiGPUSortLib.h" | COMMENT |
| LOW | WickedEngine/WickedEngine.h | 81 | COMMENT | |
| LOW | WickedEngine/wiNetwork_Linux.cpp | 1 | #include "wiPlatform.h" | COMMENT |
| LOW | WickedEngine/wiFont.h | 141 | // Get the texture that contains currently cached glyphs | COMMENT |
| LOW | WickedEngine/wiGPUBVH.cpp | 1 | #include "wiGPUBVH.h" | COMMENT |
| LOW | WickedEngine/wiUnorderedMap.h | 1 | #ifndef WI_UNORDERED_MAP_REPLACEMENT | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_Vulkan.cpp | 1 | #include "wiGraphicsDevice_Vulkan.h" | COMMENT |
| LOW | WickedEngine/wiApplication.h | 1 | #pragma once | COMMENT |
| LOW | WickedEngine/wiApplication.h | 81 | virtual void Initialize(); | COMMENT |
| LOW | WickedEngine/wiAudio.cpp | 1 | #include "wiAudio.h" | COMMENT |
| LOW | WickedEngine/wiShaderCompiler.cpp | 1 | #include "wiShaderCompiler.h" | COMMENT |
| LOW | WickedEngine/wiShaderCompiler.cpp | 21 | #define __RPC_FAR | COMMENT |
| LOW | WickedEngine/wiShaderCompiler.cpp | 141 | COMMENT | |
| LOW | WickedEngine/wiShaderCompiler.cpp | 681 | // { .ShaderRegister = 103, .RegisterSpace = 0, .Filter = IRFilterMinMagMipPoint, .AddressU = IRTextureAddressModeC | COMMENT |
| 2745 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 643 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 662 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 681 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 700 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 717 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 734 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 751 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 768 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 785 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 802 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 819 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 836 | /// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 853 | /// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 870 | /// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 887 | /// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 904 | /// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 921 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 938 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</i></c> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 955 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 972 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 989 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 1006 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 1023 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware. | COMMENT |
| LOW | WickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h | 1040 | /// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware. | COMMENT |
| LOW | Samples/Example_ImGui/ImGui/imgui.cpp | 2775 | // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element h | COMMENT |
| LOW | Samples/Example_ImGui/ImGui/imgui.cpp | 2792 | // Step 1: Let the clipper infer height from first range | COMMENT |
| LOW | Samples/Example_ImGui/ImGui/imgui.cpp | 14303 | // Step 0: stack query | COMMENT |
| LOW | Editor/ufbx.h | 5402 | // NOTE: This function flips the normals if the determinant is negative. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | WickedEngine/wiScene_Components.h | 267 | int sampler_descriptor = -1; // optional, you can modify this to overwrite global sampler for this material | CODE |
| LOW | WickedEngine/Jolt/Physics/Vehicle/VehicleConstraint.h | 44 | /// Note: Don't forget to register the constraint as a StepListener with the PhysicsSystem! | COMMENT |
| LOW | WickedEngine/Jolt/Physics/Collision/PhysicsMaterial.h | 21 | /// If you inherit from this material, don't forget to create a suitable default material in sDefault | COMMENT |
| LOW | WickedEngine/Utility/lodepng.cpp | 70 | lodepng source code. Don't forget to remove "static" if you copypaste them | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 17577 | // At the end, don't forget to: | COMMENT |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 19030 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 19073 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 683 | To prepare for this possibility, don't forget to add appropriate flags like | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 2892 | don't forget to free them. | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 2939 | don't forget to free it as well. | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 17614 | Don't forget to destroy your buffer and allocation objects when no longer needed: | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 18776 | If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the al | CODE |
| LOW | WickedEngine/Utility/D3D12MemAlloc.h | 3406 | If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the al | CODE |
| MEDIUM | Samples/Example_ImGui/ImGui/imgui_widgets.cpp | 6254 | // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. | COMMENT |
| LOW | Samples/Example_ImGui/ImGui/imgui.cpp | 654 | - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previ | CODE |
| MEDIUM | Samples/Example_ImGui_Docking/ImGui/imgui_widgets.cpp | 6261 | // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 1567 | To be used with function vmaBeginDefragmentationPass(). | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 17529 | - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions. | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 17850 | The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocati | CODE |
| LOW | WickedEngine/Utility/vk_mem_alloc.h | 17879 | Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyA | CODE |
| LOW | …/metal_irconverter_runtime/metal_irconverter_runtime.h | 300 | * Use function IRDescriptorTableSetBufferView() to bind an append/consume buffer to a descriptor table. | COMMENT |
| LOW⚡ | Content/Documentation/ScriptingAPI-Documentation.md | 668 | function SetShadowLODOverrideEnabled(value) end | CODE |
| LOW⚡ | Content/Documentation/ScriptingAPI-Documentation.md | 673 | function SetOcclusionCullingEnabled(enabled) end | CODE |
| LOW⚡ | Content/Documentation/ScriptingAPI-Documentation.md | 678 | function SetMeshletOcclusionCullingEnabled(value) end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 693 | function SetRaytracedShadowsEnabled(value) end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 728 | function SetDebugPartitionTreeEnabled(enabled) end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 748 | function SetDebugForceFieldsEnabled(enabled) end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 876 | function PaintDecalIntoObjectSpaceTexture(params) end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 1963 | function SetTextureResolutionLimit(resolution) end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 1968 | function GetTextureResolutionLimit() end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 5913 | function InverseKinematicsComponent() end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 6048 | function RigidBodyPhysicsComponent() end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 6463 | function VolumetricCloudParameters() end | CODE |
| LOW | Samples/Example_ImGui/ImGui/imgui_impl_win32.cpp | 774 | // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c | COMMENT |
| LOW | …mples/Example_ImGui_Docking/ImGui/imgui_impl_win32.cpp | 1179 | // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW⚡ | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 5445 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 5445 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 5447 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 5447 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 7067 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 7067 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 7746 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| LOW | Samples/Example_ImGui/ImGui/imgui_demo.cpp | 7746 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| LOW⚡ | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 5518 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 5518 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 5520 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 5520 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 7161 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 7161 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 7968 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| LOW | Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp | 7968 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | WickedEngine/Utility/stb_vorbis.c | 51 | // 1.10 - 2017-03-03 - more robust seeking; fix negative ilog(); clear error in open_memory | COMMENT |
| MEDIUM | WickedEngine/Utility/FAudio/src/stb_vorbis.h | 48 | // 1.10 - 2017-03-03 - more robust seeking; fix negative ilog(); clear error in open_memory | COMMENT |
| MEDIUM | Samples/Example_ImGui_Docking/ImGui/imgui_impl_sdl.cpp | 810 | // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the wi | COMMENT |
| MEDIUM | Editor/ufbx.h | 4852 | // Using this and robust linear interpolation will handle stepped tangents correctly | COMMENT |
| MEDIUM | Editor/xatlas.cpp | 6427 | // It does indeed seem to be a little bit more robust. | COMMENT |
| MEDIUM | Editor/tiny_obj_loader.h | 876 | // @todo { write more robust lexer and parser. } | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | Samples/Example_ImGui/ImGui/imgui_draw.cpp | 2308 | const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x | CODE |
| HIGH | Samples/Example_ImGui_Docking/ImGui/imgui_draw.cpp | 2316 | const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Samples/Example_ImGui/ImGui/imgui.cpp | 2775 | // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element h | COMMENT |
| LOW | Samples/Example_ImGui/ImGui/imgui.cpp | 2792 | // Step 1: Let the clipper infer height from first range | COMMENT |
| LOW | Samples/Example_ImGui/ImGui/imgui.cpp | 14303 | // Step 0: stack query | COMMENT |
| LOW | Editor/tiny_gltf.h | 7487 | // TODO(syoyo): Do we need to check if `version` is greater or equal to 2.0? | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | WickedEngine/Utility/vk_mem_alloc.h | 1712 | -# Create an instance of the #VmaVulkanFunctions structure. | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Content/Documentation/scripting_api/generate_stubs.py | 58 | CODE |