[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56742] branches/ge_harmony/source/blender : Fixing some warnings.
Daniel Stokes
kupomail at gmail.com
Mon May 13 05:45:56 CEST 2013
Revision: 56742
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=56742
Author: kupoman
Date: 2013-05-13 03:45:55 +0000 (Mon, 13 May 2013)
Log Message:
-----------
Fixing some warnings.
Modified Paths:
--------------
branches/ge_harmony/source/blender/blenkernel/intern/shader.c
branches/ge_harmony/source/blender/blenloader/intern/readfile.c
branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c
branches/ge_harmony/source/blender/gpu/intern/gpu_material.c
Modified: branches/ge_harmony/source/blender/blenkernel/intern/shader.c
===================================================================
--- branches/ge_harmony/source/blender/blenkernel/intern/shader.c 2013-05-13 02:59:13 UTC (rev 56741)
+++ branches/ge_harmony/source/blender/blenkernel/intern/shader.c 2013-05-13 03:45:55 UTC (rev 56742)
@@ -384,7 +384,6 @@
Uniform *uni;
char *src = sh->source;
char *type, *name, *id;
- int line_len;
if (!src)
return;
Modified: branches/ge_harmony/source/blender/blenloader/intern/readfile.c
===================================================================
--- branches/ge_harmony/source/blender/blenloader/intern/readfile.c 2013-05-13 02:59:13 UTC (rev 56741)
+++ branches/ge_harmony/source/blender/blenloader/intern/readfile.c 2013-05-13 03:45:55 UTC (rev 56742)
@@ -7222,7 +7222,7 @@
direct_link_linestyle(fd, (FreestyleLineStyle *)id);
break;
case ID_SH:
- direct_link_shader(fd, (Mask *)id);
+ direct_link_shader(fd, (Shader *)id);
break;
}
Modified: branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c
===================================================================
--- branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c 2013-05-13 02:59:13 UTC (rev 56741)
+++ branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c 2013-05-13 03:45:55 UTC (rev 56742)
@@ -1444,13 +1444,12 @@
Tex *tex;
GPUTexture *gpu_tex;
char name[50];
- float texco[3];
int bind;
bind = GPU_shader_get_uniform(shader, "bgl_Material.id");
{
int id = (mat->diff_shader << 4) + mat->spec_shader;
- float fid = id/65335.0;
+ float fid = id/65335.0f;
GPU_shader_uniform_vector(shader, bind, 1, 1, &fid);
}
@@ -1458,13 +1457,13 @@
float dparam1=0.0, dparam2=0.0;
if (mat->diff_shader == MA_DIFF_TOON || mat->diff_shader == MA_DIFF_FRESNEL)
{
- dparam1 = mat->param[0] / 10.0;
- dparam2 = mat->param[1] / 10.0;
+ dparam1 = mat->param[0] / 10.0f;
+ dparam2 = mat->param[1] / 10.0f;
}
else if (mat->diff_shader == MA_DIFF_ORENNAYAR)
- dparam1 = mat->roughness / 10.0;
+ dparam1 = mat->roughness / 10.0f;
else if (mat->diff_shader == MA_DIFF_MINNAERT)
- dparam1 = mat->darkness / 10.0;
+ dparam1 = mat->darkness / 10.0f;
bind = GPU_shader_get_uniform(shader, "bgl_Material.diffuseParam1");
GPU_shader_uniform_vector(shader, bind, 1, 1, &dparam1);
@@ -1477,9 +1476,9 @@
{
float hardness;
if (mat->spec_shader != MA_SPEC_TOON)
- hardness = log((float)mat->har) / log(511.0f);
+ hardness = logf((float)mat->har) / logf(511.0f);
else
- hardness = mat->param[2] / 10.0;
+ hardness = mat->param[2] / 10.0f;
GPU_shader_uniform_vector(shader, bind, 1, 1, &hardness);
}
@@ -1487,11 +1486,11 @@
{
float spec_param = 0.0;
if (mat->spec_shader == MA_SPEC_BLINN)
- spec_param = mat->refrac / 10.0;
+ spec_param = mat->refrac / 10.0f;
else if (mat->spec_shader == MA_SPEC_WARDISO)
- spec_param = mat->rms / 10.0;
+ spec_param = mat->rms / 10.0f;
else if (mat->spec_shader == MA_SPEC_TOON)
- spec_param = mat->param[3] / 10.0;
+ spec_param = mat->param[3] / 10.0f;
GPU_shader_uniform_vector(shader, bind, 1, 1, &spec_param);
}
Modified: branches/ge_harmony/source/blender/gpu/intern/gpu_material.c
===================================================================
--- branches/ge_harmony/source/blender/gpu/intern/gpu_material.c 2013-05-13 02:59:13 UTC (rev 56741)
+++ branches/ge_harmony/source/blender/gpu/intern/gpu_material.c 2013-05-13 03:45:55 UTC (rev 56742)
@@ -347,11 +347,8 @@
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
CustomShader *cs = (CustomShader *)material->ma->custom_shaders.first;
- ListBase uniforms;
int loc, i;
PointerRNA ma_ptr;
- LinkData *nlink;
- GPULamp *lamp;
float invmat[4][4], col[4];
/* handle per object builtins */
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