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Fixed compile warnings in sfml-graphics
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1293 4e206d99-4929-0410-ac5d-dfc041789085
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092720c0c2
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@ -292,7 +292,7 @@ public :
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/// \param index2 Index of the third vertex of the triangle
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///
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////////////////////////////////////////////////////////////
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void AddTriangle(unsigned int index0, unsigned int index1, unsigned int index2);
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void AddTriangle(std::size_t index0, std::size_t index1, std::size_t index2);
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////////////////////////////////////////////////////////////
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/// \brief Render the content of the whole queue
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@ -330,7 +330,7 @@ private :
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////////////////////////////////////////////////////////////
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typedef std::vector<priv::Batch> BatchArray;
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typedef std::vector<float> VertexArray;
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typedef std::vector<unsigned int> IndexArray;
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typedef std::vector<std::size_t> IndexArray;
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////////////////////////////////////////////////////////////
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// Member data
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@ -343,7 +343,7 @@ private :
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Blend::Mode myCurrentBlendMode; ///< Current blending mode
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IntRect myCurrentViewport; ///< Current target viewport
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Vector2f myCurrentViewportSize; ///< Size of the current viewport (for vertex calculations)
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unsigned int myBaseIndex; ///< Base vertex index for the current batch
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std::size_t myBaseIndex; ///< Base vertex index for the current batch
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priv::GeometryRenderer* myRenderer; ///< Optimized geometry renderer
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priv::Batch* myCurrentBatch; ///< Current geometry block
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BatchArray myBatches; ///< Blocks of geometry to render
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@ -75,7 +75,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount) = 0;
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount) = 0;
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////////////////////////////////////////////////////////////
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/// \brief Stop rendering geometry
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@ -51,7 +51,7 @@ myIndices (NULL)
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////////////////////////////////////////////////////////////
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void GeometryRendererIM::Begin(const float* vertices, std::size_t, const unsigned int* indices, std::size_t)
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void GeometryRendererIM::Begin(const float* vertices, std::size_t, const std::size_t* indices, std::size_t)
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{
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// Store the geometry informations for later rendering
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myVertices = vertices;
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@ -70,14 +70,14 @@ void GeometryRendererIM::End()
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void GeometryRendererIM::RenderTriangles(std::size_t start, std::size_t count)
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{
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// Caculate the bounds of the geometry range to render
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const unsigned int* begin = myIndices + start;
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const unsigned int* end = begin + count;
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const std::size_t* begin = myIndices + start;
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const std::size_t* end = begin + count;
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// Begin rendering
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glBegin(GL_TRIANGLES);
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// Send the vertices one by one
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for (const unsigned int* index = begin; index != end; index++)
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for (const std::size_t* index = begin; index != end; index++)
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{
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const float* vertex = myVertices + *index * 8;
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@ -71,7 +71,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount);
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
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////////////////////////////////////////////////////////////
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/// \brief Stop rendering geometry
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@ -96,8 +96,8 @@ public :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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const float* myVertices; ///< Pointer to the vertices to render
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const unsigned int* myIndices; ///< Pointer to the indices to render
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const float* myVertices; ///< Pointer to the vertices to render
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const std::size_t* myIndices; ///< Pointer to the indices to render
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};
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} // namespace priv
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@ -51,7 +51,7 @@ myIndices(NULL)
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////////////////////////////////////////////////////////////
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void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t)
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void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t)
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{
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static const GLsizei stride = 8 * sizeof(float);
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@ -70,7 +70,7 @@ void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount,
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// Lock (compile) the vertex array if supported
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if (GLEW_EXT_compiled_vertex_array)
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GLCheck(glLockArraysEXT(0, verticesCount / 8));
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GLCheck(glLockArraysEXT(0, static_cast<GLsizei>(verticesCount) / 8));
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// Store indices for later use
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myIndices = indices;
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@ -89,7 +89,7 @@ void GeometryRendererVA::End()
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////////////////////////////////////////////////////////////
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void GeometryRendererVA::RenderTriangles(std::size_t start, std::size_t count)
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{
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GLCheck(glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, myIndices + start));
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GLCheck(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(count), GL_UNSIGNED_INT, myIndices + start));
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}
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} // namespace priv
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@ -71,7 +71,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount);
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
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////////////////////////////////////////////////////////////
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/// \brief Stop rendering geometry
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@ -96,7 +96,7 @@ public :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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const unsigned int* myIndices; ///< Pointer to the indices to render
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const std::size_t* myIndices; ///< Pointer to the indices to render
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};
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} // namespace priv
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@ -64,7 +64,7 @@ GeometryRendererVBO::~GeometryRendererVBO()
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////////////////////////////////////////////////////////////
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void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount)
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void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount)
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{
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// Update the vertex buffer data (make it grow if it is not large enough)
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GLCheck(glBindBufferARB(GL_ARRAY_BUFFER_ARB, myVertexBuffer));
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@ -82,12 +82,12 @@ void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount
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GLCheck(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myIndexBuffer));
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if (indicesCount > myIndexBufferSize)
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{
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GLCheck(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indicesCount * sizeof(unsigned int), indices, GL_DYNAMIC_DRAW_ARB));
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GLCheck(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indicesCount * sizeof(std::size_t), indices, GL_DYNAMIC_DRAW_ARB));
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myIndexBufferSize = indicesCount;
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}
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else
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{
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GLCheck(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, indicesCount * sizeof(unsigned int), indices));
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GLCheck(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, indicesCount * sizeof(std::size_t), indices));
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}
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static const GLsizei stride = 8 * sizeof(float);
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@ -118,8 +118,8 @@ void GeometryRendererVBO::End()
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////////////////////////////////////////////////////////////
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void GeometryRendererVBO::RenderTriangles(std::size_t start, std::size_t count)
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{
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static const unsigned int* pointer = NULL;
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GLCheck(glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, pointer + start));
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static const std::size_t* pointer = NULL;
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GLCheck(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(count), GL_UNSIGNED_INT, pointer + start));
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}
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} // namespace priv
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@ -78,7 +78,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const unsigned int* indices, std::size_t indicesCount);
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
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////////////////////////////////////////////////////////////
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/// \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
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////////////////////////////////////////////////////////////
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void RenderQueue::AddTriangle(unsigned int index0, unsigned int index1, unsigned int index2)
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void RenderQueue::AddTriangle(std::size_t index0, std::size_t index1, std::size_t index2)
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{
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// Here we choose not to rely on vector::clear and vector::push_back,
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// and to handle resizing and appending manually, for performances reasons
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@ -249,7 +249,7 @@ void Shader::Bind() const
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TextureTable::const_iterator it = myTextures.begin();
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for (std::size_t i = 0; i < myTextures.size(); ++i)
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{
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GLint index = i + 1;
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GLint index = static_cast<GLsizei>(i + 1);
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GLCheck(glUniform1iARB(it->first, index));
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index));
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it->second->Bind();
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@ -279,7 +279,7 @@ void Shader::Unbind() const
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// Disable texture units
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for (std::size_t i = 0; i < myTextures.size(); ++i)
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{
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GLint index = i + 1;
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GLint index = static_cast<GLsizei>(i + 1);
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index));
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GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
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}
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@ -351,8 +351,8 @@ void Shape::Render(RenderTarget&, RenderQueue& queue) const
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}
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// Close the shape by duplicating the first point at the end
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unsigned int begin = 0;
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unsigned int last = (myPoints.size() - 2) * 2;
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std::size_t begin = 0;
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std::size_t last = (myPoints.size() - 2) * 2;
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queue.AddTriangle(last, last + 1, begin);
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queue.AddTriangle(begin, last + 1, begin + 1);
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}
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