removed some evil visual studio compiler warnings

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@915 dfc29bdd-3216-0410-991c-e03cc46cb475
master
irrlicht 2007-09-07 05:55:34 +00:00
parent 4cec57051e
commit a10c8644b5
4 changed files with 14 additions and 12 deletions

View File

@ -183,6 +183,7 @@ GUI:
You can now type an item's text to select it. You can now type an item's text to select it.
-------------------------------------------
Changes in version 1.3.1 (20 Jun 2007) Changes in version 1.3.1 (20 Jun 2007)
- Fixed a bug with negative exponents in fast_atof, posted by RVL - Fixed a bug with negative exponents in fast_atof, posted by RVL

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@ -83,7 +83,7 @@ int main()
if (q3node) if (q3node)
{ {
q3node->setPosition(core::vector3df(-1370,-130,-1400)); q3node->setPosition(core::vector3df(-1350,-130,-1400));
selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128); selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
q3node->setTriangleSelector(selector); q3node->setTriangleSelector(selector);
@ -155,7 +155,7 @@ int main()
// add 3 animated faeries. // add 3 animated faeries.
video::SMaterial material; video::SMaterial material;
material.Texture1 = driver->getTexture("../../media/faerie2.bmp"); material.Textures[0] = driver->getTexture("../../media/faerie2.bmp");
material.Lighting = true; material.Lighting = true;
scene::IAnimatedMeshSceneNode* node = 0; scene::IAnimatedMeshSceneNode* node = 0;
@ -179,7 +179,7 @@ int main()
node->getMaterial(0) = material; node->getMaterial(0) = material;
} }
material.Texture1 = 0; material.Textures[0] = 0;
material.Lighting = false; material.Lighting = false;
// Add a light // Add a light

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@ -1006,6 +1006,7 @@ void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
core::stringc materialName = reader->getAttributeValue("material"); core::stringc materialName = reader->getAttributeValue("material");
uriToId(materialName); uriToId(materialName);
video::SMaterial mat; video::SMaterial mat;
for (u32 i=0; i<Materials.size(); ++i) for (u32 i=0; i<Materials.size(); ++i)
if (materialName == Materials[i].Id) if (materialName == Materials[i].Id)
{ {
@ -1125,22 +1126,22 @@ void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
// analyze content of slots to create a fitting mesh buffer // analyze content of slots to create a fitting mesh buffer
u32 i; u32 u;
u32 textureCoordSetCount = 0; u32 textureCoordSetCount = 0;
bool normalSlotCount = false; bool normalSlotCount = false;
u32 secondTexCoordSetIndex = 0xFFFFFFFF; u32 secondTexCoordSetIndex = 0xFFFFFFFF;
for (i=0; i<slots.size(); ++i) for (u=0; u<slots.size(); ++u)
{ {
if (slots[i].Semantic == ECIS_TEXCOORD || slots[i].Semantic == ECIS_UV ) if (slots[u].Semantic == ECIS_TEXCOORD || slots[u].Semantic == ECIS_UV )
{ {
++textureCoordSetCount; ++textureCoordSetCount;
if (textureCoordSetCount==2) if (textureCoordSetCount==2)
secondTexCoordSetIndex = i; secondTexCoordSetIndex = u;
} }
else else
if (slots[i].Semantic == ECIS_NORMAL) if (slots[u].Semantic == ECIS_NORMAL)
normalSlotCount=true; normalSlotCount=true;
} }
@ -1157,7 +1158,7 @@ void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
mbuffer->Material=mat; mbuffer->Material=mat;
buffer = mbuffer; buffer = mbuffer;
for (i=0; i<polygons.size(); ++i) for (u32 i=0; i<polygons.size(); ++i)
{ {
u32 vertexCount = polygons[i].Indices.size() / inputSemanticCount; u32 vertexCount = polygons[i].Indices.size() / inputSemanticCount;

View File

@ -1491,7 +1491,9 @@ bool CXMeshFileLoader::parseDataObjectAnimation()
#ifdef _DEBUG #ifdef _DEBUG
os::Printer::log("getting name: ", FrameName.c_str()); os::Printer::log("getting name: ", FrameName.c_str());
#endif #endif
for (u32 n=0;n < AnimatedMesh->getAllJoints().size();++n) u32 n;
for (n=0;n < AnimatedMesh->getAllJoints().size();++n)
{ {
if (AnimatedMesh->getAllJoints()[n]->Name==FrameName) if (AnimatedMesh->getAllJoints()[n]->Name==FrameName)
joint=AnimatedMesh->getAllJoints()[n]; joint=AnimatedMesh->getAllJoints()[n];
@ -1506,8 +1508,6 @@ bool CXMeshFileLoader::parseDataObjectAnimation()
joint->Name=FrameName; joint->Name=FrameName;
} }
u32 n;
for (n=0;n<animationDump.PositionKeys.size();++n) for (n=0;n<animationDump.PositionKeys.size();++n)
{ {
ISkinnedMesh::SPositionKey *key=&animationDump.PositionKeys[n]; ISkinnedMesh::SPositionKey *key=&animationDump.PositionKeys[n];