[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [53308] branches/ge_harmony/source/ gameengine: Some minor code cleanup to clean up some errors and warnings on gcc.
Daniel Stokes
kupomail at gmail.com
Mon Dec 24 09:17:51 CET 2012
Revision: 53308
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=53308
Author: kupoman
Date: 2012-12-24 08:17:47 +0000 (Mon, 24 Dec 2012)
Log Message:
-----------
Some minor code cleanup to clean up some errors and warnings on gcc.
Modified Paths:
--------------
branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
Modified: branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp 2012-12-24 03:27:05 UTC (rev 53307)
+++ branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp 2012-12-24 08:17:47 UTC (rev 53308)
@@ -366,17 +366,18 @@
//Convert Post-process 2D Filters
ShaderLink *link;
Shader *shader;
+ Uniform *uni;
+ STR_String empty = STR_String(), text;
int i;
for (link = (ShaderLink *)blenderscene->gm.postfilters.first, i=0; link; link = link->next, i++) {
shader = link->shader;
if (shader) {
- STR_String text = STR_String(shader->source);
- Uniform *uni;
+ text = STR_String(shader->source);
for (uni = (Uniform *)shader->uniforms.first; uni; uni = uni->next) {
destinationscene->Update2DUniform(i, STR_String(uni->name), (RAS_UNIFORM_TYPE)uni->type, uni->data);
}
if (shader->location == SHADER_LOC_BUILTIN)
- destinationscene->Update2DFilter(NULL, (RAS_2DFILTER_MODE)shader->sourceenum, i, STR_String());
+ destinationscene->Update2DFilter(NULL, (RAS_2DFILTER_MODE)shader->sourceenum, i, empty);
else
destinationscene->Update2DFilter(NULL, RAS_2DFILTER_CUSTOMFILTER, i, text);
}
Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp 2012-12-24 03:27:05 UTC (rev 53307)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp 2012-12-24 08:17:47 UTC (rev 53308)
@@ -32,6 +32,7 @@
#include <math.h>
#include <stdlib.h>
+#include <stdio.h>
#include "RAS_OpenGLRasterizer.h"
@@ -101,15 +102,15 @@
m_attrib_num(0),
//m_last_alphablend(GPU_BLEND_SOLID),
m_last_frontface(true),
- m_materialCachingInfo(0),
- m_storage_type(storage),
+ m_technique(tech),
+ m_prepass_count(2),
+ m_render_count(1),
m_width(0),
m_height(0),
- m_technique(tech),
m_prepass_shader_default(NULL),
m_light_shader_default(NULL),
- m_prepass_count(2),
- m_render_count(1)
+ m_materialCachingInfo(0),
+ m_storage_type(storage)
{
m_viewmatrix.setIdentity();
m_viewinvmatrix.setIdentity();
@@ -1306,7 +1307,7 @@
}
else {
Shader *shader = shaders[0];
- GPUShader *gshader;
+ GPUShader *gshader = NULL;
switch (shader->type) {
case SHADER_TYPE_VERTEX:
gshader = GPU_shader_create(shader->source, NULL, NULL, NULL, 0, 0);
@@ -1377,7 +1378,7 @@
bind = GPU_shader_get_uniform(m_light_shader, "inv_proj_matrix");
GPU_shader_uniform_vector(m_light_shader, bind, 16, 1, inv_proj_matrix);
- float bounds[2] = {m_width, m_height};
+ float bounds[2] = {(float)m_width, (float)m_height};
bind = GPU_shader_get_uniform(m_light_shader, "bounds");
GPU_shader_uniform_vector(m_light_shader, bind, 2, 1, bounds);
}
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