3D engine with modern graphics
This report summarizes scanner evidence for turanszkij/WickedEngine, a C++ project with 7,330 GitHub stars. SynthScan examined 856,707 lines of code across 1414 source files, recording 2912 pattern matches distributed across 10 syntactic categories. The legacy adjusted pattern signal is 2.9 (Low pattern signal); it is not an authorship estimate.
Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.
Use each vector to guide manual verification of the underlying findings.
Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.
Can maintainers explain intent, assumptions, and trade-offs? 2896 finding(s).
Are imports declared and package/API names verified? 16 finding(s).
Are wrappers, guards, and repeated structures necessary? 19 finding(s).
Which changes need focused human review? 2912 finding(s).
This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.
Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.
This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.
The scanner identified 2912 distinct pattern matches across 10 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. 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 configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.
| 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/wiResourceManager.cpp | 21 | #pragma comment(lib, "Shlwapi.lib") | COMMENT |
| LOW | WickedEngine/wiVector.h | 1 | #ifndef WI_VECTOR_REPLACEMENT | COMMENT |
| LOW | WickedEngine/wiInput.cpp | 1 | #include "wiInput.h" | COMMENT |
| LOW | WickedEngine/wiInput.cpp | 21 | #include <SDL2/SDL.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 | 1441 | }; | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_DX12.cpp | 1 | #include "wiGraphicsDevice_DX12.h" | COMMENT |
| LOW | WickedEngine/wiGraphicsDevice_DX12.cpp | 1901 | // Remarks: | 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 | # these are all Wicked files except wiRenderer.cpp, which can be compiled | 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/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 | 13321 | const float TanHalfFovH = 1.0f / camera.Projection.m[0][0]; | COMMENT |
| LOW | WickedEngine/wiRenderer.cpp | 17861 | 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/wiGraphicsDevice_Vulkan.cpp | 21 | #include "Utility/vk_mem_alloc.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/wiAudio.cpp | 21 | #include <x3daudio.h> | COMMENT |
| LOW | WickedEngine/wiShaderCompiler.cpp | 1 | #include "wiShaderCompiler.h" | COMMENT |
| LOW | WickedEngine/wiShaderCompiler.cpp | 21 | #define __RPC_FAR | COMMENT |
| 2759 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 | 5924 | function InverseKinematicsComponent() end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 6059 | function RigidBodyPhysicsComponent() end | CODE |
| LOW | Content/Documentation/ScriptingAPI-Documentation.md | 6474 | 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 |