[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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