Showing 251 of 251 total issues
Method has too many lines. [39/30] Open
def initialize(renderer, lights, opengl_objects, opengl_objects_immediate)
@renderer, @lights = renderer, lights
@opengl_objects = opengl_objects
@opengl_objects_immediate = opengl_objects_immediate
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This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.
Method set_particle_buffers
has 65 lines of code (exceeds 25 allowed). Consider refactoring. Open
def set_particle_buffers(hint)
if @vertices_need_update
@vertices.each_with_index do |vertex, v|
offset = v * 3
Cyclomatic complexity for set_blending is too high. [14/6] Open
def set_blending(blending, blend_equation = nil, blend_src = nil, blend_dst = nil, blend_equation_alpha = nil, blend_src_alpha = nil, blend_dst_alpha = nil)
if blending != @current_blending
case blending
when NoBlending
GL.Disable(GL::BLEND)
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- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
Cyclomatic complexity for setup_buffers is too high. [14/6] Open
def setup_buffers
return unless @framebuffer.nil?
# TODO: when OpenGLRenderTargetCube exists
is_cube = false # render_target.is_a? OpenGLRenderTargetCube
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- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
Cyclomatic complexity for init_mesh_buffers is too high. [14/6] Open
def init_mesh_buffers(object)
geometry = object.geometry
nvertices = @faces3.length * 3
nvertices2 = nvertices * 2
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- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
File shadow_map_plugin.rb
has 268 lines of code (exceeds 250 allowed). Consider refactoring. Open
require 'mittsu/math'
module Mittsu
class ShadowMapPlugin
def initialize(renderer, lights, opengl_objects, opengl_objects_immediate)
Cyclomatic complexity for set_particle_buffers is too high. [12/6] Open
def set_particle_buffers(hint)
if @vertices_need_update
@vertices.each_with_index do |vertex, v|
offset = v * 3
- Read upRead up
- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
File geometry.rb
has 263 lines of code (exceeds 250 allowed). Consider refactoring. Open
require 'mittsu/opengl/geometry_like'
module Mittsu
class Geometry
include OpenGL::GeometryLike
Method set_program
has 57 lines of code (exceeds 25 allowed). Consider refactoring. Open
def set_program(camera, lights, fog, material, object)
@_used_texture_units = 0
if material.needs_update?
deallocate_material(material) if material.program
Method set
has 57 lines of code (exceeds 25 allowed). Consider refactoring. Open
def set(slot, renderer)
@renderer = renderer
if image.length == 6
if needs_update?
Method init_mesh_buffers
has a Cognitive Complexity of 17 (exceeds 5 allowed). Consider refactoring. Open
def init_mesh_buffers(object)
geometry = object.geometry
nvertices = @faces3.length * 3
nvertices2 = nvertices * 2
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Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Cyclomatic complexity for update is too high. [11/6] Open
def update
# check all geometry groubs
mat = nil
geometry.groups.each do |geometry_group|
# TODO: place to put this???
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- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
Method initialize
has 55 lines of code (exceeds 25 allowed). Consider refactoring. Open
def initialize(width, height, title, antialias: 0)
::GLFW.Init
::GLFW.WindowHint ::GLFW::OPENGL_PROFILE, ::GLFW::OPENGL_CORE_PROFILE
::GLFW.WindowHint ::GLFW::OPENGL_FORWARD_COMPAT, GL::TRUE
Cyclomatic complexity for set_line_buffers is too high. [10/6] Open
def set_line_buffers(hint)
if @vertices_need_update
@vertices.each_with_index do |vertex, v|
offset = v * 3
- Read upRead up
- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
Cyclomatic complexity for render_buffer is too high. [10/6] Open
def render_buffer(camera, lights, fog, material, geometry_group, object)
puts "--- RENDER #{object.name}" if DEBUG
return unless material.visible
geometry_group.renderer = self
- Read upRead up
- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
Method render_objects
has a Cognitive Complexity of 16 (exceeds 5 allowed). Consider refactoring. Open
def render_objects(render_list, camera, lights, fog, override_material)
material = nil
render_list.each do |opengl_object|
puts "-- RENDER_OBJECT #{opengl_object.name}" if DEBUG
object = opengl_object.object
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Method render_objects_immediate
has a Cognitive Complexity of 16 (exceeds 5 allowed). Consider refactoring. Open
def render_objects_immediate(render_list, material_type, camera, lights, fog, override_material)
material = nil
render_list.each do |opengl_object|
object = opengl_object.object
if object.visible
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Cyclomatic complexity for update_object is too high. [9/6] Open
def update_object(object)
geometry = object.geometry
if geometry.is_a? BufferGeometry
# TODO: geometry vertex array ?????
- Read upRead up
- Exclude checks
This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.
Method has too many lines. [33/30] Open
def create_virtual_light(light, cascade)
DirectionalLight.new.tap do |virtual_light|
virtual_light.is_virtual = true
virtual_light.only_shadow = true
- Read upRead up
- Exclude checks
This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.
Method set_blending
has 49 lines of code (exceeds 25 allowed). Consider refactoring. Open
def set_blending(blending, blend_equation = nil, blend_src = nil, blend_dst = nil, blend_equation_alpha = nil, blend_src_alpha = nil, blend_dst_alpha = nil)
if blending != @current_blending
case blending
when NoBlending
GL.Disable(GL::BLEND)