Fixed compile warnings in sfml-graphics

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1293 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-11-27 08:21:41 +00:00
parent 092720c0c2
commit 642c4fecfa
11 changed files with 27 additions and 27 deletions

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@ -292,7 +292,7 @@ public :
/// \param index2 Index of the third vertex of the triangle /// \param index2 Index of the third vertex of the triangle
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void AddTriangle(unsigned int index0, unsigned int index1, unsigned int index2); void AddTriangle(std::size_t index0, std::size_t index1, std::size_t index2);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Render the content of the whole queue /// \brief Render the content of the whole queue
@ -330,7 +330,7 @@ private :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
typedef std::vector<priv::Batch> BatchArray; typedef std::vector<priv::Batch> BatchArray;
typedef std::vector<float> VertexArray; typedef std::vector<float> VertexArray;
typedef std::vector<unsigned int> IndexArray; typedef std::vector<std::size_t> IndexArray;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Member data // Member data
@ -343,7 +343,7 @@ private :
Blend::Mode myCurrentBlendMode; ///< Current blending mode Blend::Mode myCurrentBlendMode; ///< Current blending mode
IntRect myCurrentViewport; ///< Current target viewport IntRect myCurrentViewport; ///< Current target viewport
Vector2f myCurrentViewportSize; ///< Size of the current viewport (for vertex calculations) Vector2f myCurrentViewportSize; ///< Size of the current viewport (for vertex calculations)
unsigned int myBaseIndex; ///< Base vertex index for the current batch std::size_t myBaseIndex; ///< Base vertex index for the current batch
priv::GeometryRenderer* myRenderer; ///< Optimized geometry renderer priv::GeometryRenderer* myRenderer; ///< Optimized geometry renderer
priv::Batch* myCurrentBatch; ///< Current geometry block priv::Batch* myCurrentBatch; ///< Current geometry block
BatchArray myBatches; ///< Blocks of geometry to render BatchArray myBatches; ///< Blocks of geometry to render

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@ -75,7 +75,7 @@ public :
/// \param indicesCount Number of indices to render /// \param indicesCount Number of indices to render
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount) = 0; virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount) = 0;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Stop rendering geometry /// \brief Stop rendering geometry

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@ -51,7 +51,7 @@ myIndices (NULL)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void GeometryRendererIM::Begin(const float* vertices, std::size_t, const unsigned int* indices, std::size_t) void GeometryRendererIM::Begin(const float* vertices, std::size_t, const std::size_t* indices, std::size_t)
{ {
// Store the geometry informations for later rendering // Store the geometry informations for later rendering
myVertices = vertices; myVertices = vertices;
@ -70,14 +70,14 @@ void GeometryRendererIM::End()
void GeometryRendererIM::RenderTriangles(std::size_t start, std::size_t count) void GeometryRendererIM::RenderTriangles(std::size_t start, std::size_t count)
{ {
// Caculate the bounds of the geometry range to render // Caculate the bounds of the geometry range to render
const unsigned int* begin = myIndices + start; const std::size_t* begin = myIndices + start;
const unsigned int* end = begin + count; const std::size_t* end = begin + count;
// Begin rendering // Begin rendering
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
// Send the vertices one by one // Send the vertices one by one
for (const unsigned int* index = begin; index != end; index++) for (const std::size_t* index = begin; index != end; index++)
{ {
const float* vertex = myVertices + *index * 8; const float* vertex = myVertices + *index * 8;

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@ -71,7 +71,7 @@ public :
/// \param indicesCount Number of indices to render /// \param indicesCount Number of indices to render
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount); virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Stop rendering geometry /// \brief Stop rendering geometry
@ -97,7 +97,7 @@ public :
// Member data // Member data
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const float* myVertices; ///< Pointer to the vertices to render const float* myVertices; ///< Pointer to the vertices to render
const unsigned int* myIndices; ///< Pointer to the indices to render const std::size_t* myIndices; ///< Pointer to the indices to render
}; };
} // namespace priv } // namespace priv

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@ -51,7 +51,7 @@ myIndices(NULL)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t) void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t)
{ {
static const GLsizei stride = 8 * sizeof(float); static const GLsizei stride = 8 * sizeof(float);
@ -70,7 +70,7 @@ void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount,
// Lock (compile) the vertex array if supported // Lock (compile) the vertex array if supported
if (GLEW_EXT_compiled_vertex_array) if (GLEW_EXT_compiled_vertex_array)
GLCheck(glLockArraysEXT(0, verticesCount / 8)); GLCheck(glLockArraysEXT(0, static_cast<GLsizei>(verticesCount) / 8));
// Store indices for later use // Store indices for later use
myIndices = indices; myIndices = indices;
@ -89,7 +89,7 @@ void GeometryRendererVA::End()
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void GeometryRendererVA::RenderTriangles(std::size_t start, std::size_t count) void GeometryRendererVA::RenderTriangles(std::size_t start, std::size_t count)
{ {
GLCheck(glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, myIndices + start)); GLCheck(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(count), GL_UNSIGNED_INT, myIndices + start));
} }
} // namespace priv } // namespace priv

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@ -71,7 +71,7 @@ public :
/// \param indicesCount Number of indices to render /// \param indicesCount Number of indices to render
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount); virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Stop rendering geometry /// \brief Stop rendering geometry
@ -96,7 +96,7 @@ public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Member data // Member data
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const unsigned int* myIndices; ///< Pointer to the indices to render const std::size_t* myIndices; ///< Pointer to the indices to render
}; };
} // namespace priv } // namespace priv

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@ -64,7 +64,7 @@ GeometryRendererVBO::~GeometryRendererVBO()
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount) void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount)
{ {
// Update the vertex buffer data (make it grow if it is not large enough) // Update the vertex buffer data (make it grow if it is not large enough)
GLCheck(glBindBufferARB(GL_ARRAY_BUFFER_ARB, myVertexBuffer)); GLCheck(glBindBufferARB(GL_ARRAY_BUFFER_ARB, myVertexBuffer));
@ -82,12 +82,12 @@ void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount
GLCheck(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myIndexBuffer)); GLCheck(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myIndexBuffer));
if (indicesCount > myIndexBufferSize) if (indicesCount > myIndexBufferSize)
{ {
GLCheck(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indicesCount * sizeof(unsigned int), indices, GL_DYNAMIC_DRAW_ARB)); GLCheck(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indicesCount * sizeof(std::size_t), indices, GL_DYNAMIC_DRAW_ARB));
myIndexBufferSize = indicesCount; myIndexBufferSize = indicesCount;
} }
else else
{ {
GLCheck(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, indicesCount * sizeof(unsigned int), indices)); GLCheck(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, indicesCount * sizeof(std::size_t), indices));
} }
static const GLsizei stride = 8 * sizeof(float); static const GLsizei stride = 8 * sizeof(float);
@ -118,8 +118,8 @@ void GeometryRendererVBO::End()
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void GeometryRendererVBO::RenderTriangles(std::size_t start, std::size_t count) void GeometryRendererVBO::RenderTriangles(std::size_t start, std::size_t count)
{ {
static const unsigned int* pointer = NULL; static const std::size_t* pointer = NULL;
GLCheck(glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, pointer + start)); GLCheck(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(count), GL_UNSIGNED_INT, pointer + start));
} }
} // namespace priv } // namespace priv

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@ -78,7 +78,7 @@ public :
/// \param indicesCount Number of indices to render /// \param indicesCount Number of indices to render
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount); virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Stop rendering geometry /// \brief Stop rendering geometry

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@ -259,7 +259,7 @@ void RenderQueue::AddVertex(float x, float y, float u, float v, const Color& col
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void RenderQueue::AddTriangle(unsigned int index0, unsigned int index1, unsigned int index2) void RenderQueue::AddTriangle(std::size_t index0, std::size_t index1, std::size_t index2)
{ {
// Here we choose not to rely on vector::clear and vector::push_back, // Here we choose not to rely on vector::clear and vector::push_back,
// and to handle resizing and appending manually, for performances reasons // and to handle resizing and appending manually, for performances reasons

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@ -249,7 +249,7 @@ void Shader::Bind() const
TextureTable::const_iterator it = myTextures.begin(); TextureTable::const_iterator it = myTextures.begin();
for (std::size_t i = 0; i < myTextures.size(); ++i) for (std::size_t i = 0; i < myTextures.size(); ++i)
{ {
GLint index = i + 1; GLint index = static_cast<GLsizei>(i + 1);
GLCheck(glUniform1iARB(it->first, index)); GLCheck(glUniform1iARB(it->first, index));
GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index)); GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index));
it->second->Bind(); it->second->Bind();
@ -279,7 +279,7 @@ void Shader::Unbind() const
// Disable texture units // Disable texture units
for (std::size_t i = 0; i < myTextures.size(); ++i) for (std::size_t i = 0; i < myTextures.size(); ++i)
{ {
GLint index = i + 1; GLint index = static_cast<GLsizei>(i + 1);
GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index)); GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index));
GLCheck(glBindTexture(GL_TEXTURE_2D, 0)); GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
} }

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@ -351,8 +351,8 @@ void Shape::Render(RenderTarget&, RenderQueue& queue) const
} }
// Close the shape by duplicating the first point at the end // Close the shape by duplicating the first point at the end
unsigned int begin = 0; std::size_t begin = 0;
unsigned int last = (myPoints.size() - 2) * 2; std::size_t last = (myPoints.size() - 2) * 2;
queue.AddTriangle(last, last + 1, begin); queue.AddTriangle(last, last + 1, begin);
queue.AddTriangle(begin, last + 1, begin + 1); queue.AddTriangle(begin, last + 1, begin + 1);
} }