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* BugFix: Clear some MSVC compiler warnings.

Robert MacGregor 3 anos atrás
pai
commit
5d26dba7da

+ 0 - 17
Engine/source/T3D/convexShape.cpp

@@ -222,7 +222,6 @@ bool ConvexShape::protectedSetSurface( void *object, const char *index, const ch
 	*/
 
    String t = data;
-   S32 len = t.length();
 
 	dSscanf( data, "%g %g %g %g %g %g %g %i %g %g %g %g %f", &quat.x, &quat.y, &quat.z, &quat.w, &pos.x, &pos.y, &pos.z,
       &matID, &offset.x, &offset.y, &scale.x, &scale.y, &rot);
@@ -961,17 +960,6 @@ bool ConvexShape::castRay( const Point3F &start, const Point3F &end, RayInfo *in
    VectorF rayDir( end - start );
    rayDir.normalizeSafe();
 
-   if ( false )
-   {
-      PlaneF plane( Point3F(0,0,0), Point3F(0,0,1) );
-      Point3F sp( 0,0,-1 );
-      Point3F ep( 0,0,1 );
-
-      F32 t = plane.intersect( sp, ep );
-      Point3F hitPnt;
-      hitPnt.interpolate( sp, ep, t );
-   }
-
    for ( S32 i = 0; i < planeCount; i++ )
    {
       // Don't hit the back-side of planes.
@@ -1376,8 +1364,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
 	{
       U32 count = faceList[i].triangles.size();
 
-      S32 matID = mSurfaceUVs[i].matID;
-
       mSurfaceBuffers[mSurfaceUVs[i].matID].mPrimCount += count;
       mSurfaceBuffers[mSurfaceUVs[i].matID].mVertCount += count * 3;
 	}
@@ -1429,9 +1415,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
    {
       if (mSurfaceBuffers[i].mVertCount > 0)
       {
-         U32 primCount = mSurfaceBuffers[i].mPrimCount;
-         U32 vertCount = mSurfaceBuffers[i].mVertCount;
-
          mSurfaceBuffers[i].mVertexBuffer.set(GFX, mSurfaceBuffers[i].mVertCount, GFXBufferTypeStatic);
          VertexType *pVert = mSurfaceBuffers[i].mVertexBuffer.lock();
 

+ 0 - 2
Engine/source/T3D/lighting/IBLUtilities.cpp

@@ -46,7 +46,6 @@ namespace IBLUtilities
       }
 
       GFXShaderConstBufferRef irrConsts = irrShader->allocConstBuffer();
-      GFXShaderConstHandle* irrEnvMapSC = irrShader->getShaderConstHandle("$environmentMap");
       GFXShaderConstHandle* irrFaceSC = irrShader->getShaderConstHandle("$face");
 
       GFXStateBlockDesc desc;
@@ -132,7 +131,6 @@ namespace IBLUtilities
       }
 
       GFXShaderConstBufferRef prefilterConsts = prefilterShader->allocConstBuffer();
-      GFXShaderConstHandle* prefilterEnvMapSC = prefilterShader->getShaderConstHandle("$environmentMap");
       GFXShaderConstHandle* prefilterFaceSC = prefilterShader->getShaderConstHandle("$face");
       GFXShaderConstHandle* prefilterRoughnessSC = prefilterShader->getShaderConstHandle("$roughness");
       GFXShaderConstHandle* prefilterMipSizeSC = prefilterShader->getShaderConstHandle("$mipSize");

+ 0 - 1
Engine/source/T3D/shapeImage.cpp

@@ -407,7 +407,6 @@ bool ShapeBaseImageData::preload(bool server, String &errorStr)
 {
    if (!Parent::preload(server, errorStr))
       return false;
-   bool shapeError = false;
 
    // Resolve objects transmitted from server
    if (!server) {

+ 0 - 1
Engine/source/console/SimXMLDocument.cpp

@@ -827,7 +827,6 @@ void SimXMLDocument::setObjectAttributes(const char* objectID)
 
    char textbuf[1024];
    tinyxml2::XMLElement* field = m_qDocument->NewElement("Field");
-   tinyxml2::XMLElement* group = m_qDocument->NewElement("FieldGroup");
    pElement->SetAttribute( "Name", pObject->getName() );
 
 

+ 3 - 3
Engine/source/console/astNodes.cpp

@@ -74,7 +74,7 @@ void StmtNode::addBreakLine(CodeStream& code)
 
 //------------------------------------------------------------
 
-StmtNode::StmtNode()
+StmtNode::StmtNode() : dbgLineNumber(0)
 {
    next = NULL;
    dbgFileName = CodeBlock::smCurrentParser->getCurrentFile();
@@ -84,12 +84,12 @@ void StmtNode::setPackage(StringTableEntry)
 {
 }
 
-void StmtNode::append(StmtNode* next)
+void StmtNode::append(StmtNode* appended)
 {
    StmtNode* walk = this;
    while (walk->next)
       walk = walk->next;
-   walk->next = next;
+   walk->next = appended;
 }
 
 

+ 1 - 4
Engine/source/console/compiledEval.cpp

@@ -717,7 +717,7 @@ ConsoleValue CodeBlock::exec(U32 ip, const char* functionName, Namespace* thisNa
       TelDebugger->pushStackFrame();
 
    StringTableEntry var, objParent;
-   U32 failJump;
+   U32 failJump = 0;
    StringTableEntry fnName;
    StringTableEntry fnNamespace, fnPackage;
 
@@ -776,7 +776,6 @@ ConsoleValue CodeBlock::exec(U32 ip, const char* functionName, Namespace* thisNa
             fnNamespace = CodeToSTE(code, ip + 2);
             fnPackage = CodeToSTE(code, ip + 4);
             bool hasBody = (code[ip + 6] & 0x01) != 0;
-            U32 lineNumber = code[ip + 6] >> 1;
 
             Namespace::unlinkPackages();
             if (fnNamespace == NULL && fnPackage == NULL)
@@ -1819,8 +1818,6 @@ ConsoleValue CodeBlock::exec(U32 ip, const char* functionName, Namespace* thisNa
          // it handles this method.  It is set to an enum from the table
          // above indicating whether it handles it on a component it owns
          // or just on the object.
-         S32 routingId = 0;
-
          fnName = CodeToSTE(code, ip);
          fnNamespace = CodeToSTE(code, ip + 2);
          U32 callType = code[ip + 4];

+ 0 - 1
Engine/source/environment/cloudLayer.cpp

@@ -278,7 +278,6 @@ void CloudLayer::unpackUpdate( NetConnection *conn, BitStream *stream )
 
    stream->read( &mBaseColor );
 
-   F32 oldCoverage = mCoverage;
    stream->read( &mCoverage );
    stream->read( &mExposure );
 

+ 0 - 1
Engine/source/environment/meshRoad.cpp

@@ -2896,7 +2896,6 @@ void MeshRoad::_generateVerts()
 
    // Make Primitive Buffers   
    U32 p00, p01, p11, p10;
-   U32 pb00, pb01, pb11, pb10;
    U32 offset = 0;
    U16 *pIdx = NULL;   
    U32 curIdx = 0; 

+ 0 - 2
Engine/source/forest/forestItem.cpp

@@ -190,8 +190,6 @@ void ForestItemData::unpackData(BitStream* stream)
    stream->read( &localName );
    setInternalName( localName );
 
-   char readBuffer[1024];
-
    UNPACKDATA_SHAPEASSET(Shape);
    
    mCollidable = stream->readFlag();

+ 0 - 3
Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp

@@ -528,9 +528,6 @@ void GFXD3D11CubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSiz
 
 void GFXD3D11CubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32 slot)
 {
-   U32 cubeMapSz = cubemap->getSize();
-   U32 cubeMapSize = cubemap->getMipMapLevels();
-
    AssertFatal(slot <= mNumCubemaps, "GFXD3D11CubemapArray::updateTexture - trying to update a cubemap texture that is out of bounds!");
    AssertFatal(mFormat == cubemap->getFormat(), "GFXD3D11CubemapArray::updateTexture - Destination format doesn't match");
    AssertFatal(mSize == cubemap->getSize(), "GFXD3D11CubemapArray::updateTexture - Destination size doesn't match");

+ 0 - 9
Engine/source/gui/controls/guiGameListMenuCtrl.cpp

@@ -275,8 +275,6 @@ void GuiGameListMenuCtrl::onRenderSliderOption(Row* row, Point2I currentOffset)
    Point2I arrowOffset;
    S32 columnSplit = profile->mColumnSplit * xScale;
 
-   S32 iconIndex;
-
    bool isRowSelected = (getSelected() != NO_ROW) && (row == mRows[getSelected()]);
    bool isRowHighlighted = (getHighlighted() != NO_ROW) ? ((row == mRows[getHighlighted()]) && (row->mEnabled)) : false;
    /*if (profileHasArrows)
@@ -384,8 +382,6 @@ void GuiGameListMenuCtrl::onRenderKeybindOption(Row* row, Point2I currentOffset)
 
    S32 rowHeight = profile->getRowHeight();
 
-   S32 optionWidth = xScale - columnSplit;
-
    GFXDrawUtil* drawer = GFX->getDrawUtil();
    //drawer->drawBitmap(row->mBitmap, )
 
@@ -1048,7 +1044,6 @@ RectI GuiGameListMenuCtrl::getRowBounds(S32 rowIndex)
 {
    GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
 
-   F32 xScale = (float)getWidth() / profile->getRowWidth();
    S32 rowHeight = profile->getRowHeight();
 
    Point2I currentOffset = Point2I::Zero;
@@ -1375,9 +1370,6 @@ void GuiGameListMenuCtrl::clickKeybind(Row* row, S32 xPos)
 
    S32 rowHeight = profile->getRowHeight();
 
-   S32 optionWidth = xScale - columnSplit;
-
-   GFXDrawUtil* drawer = GFX->getDrawUtil();
    //drawer->drawBitmap(row->mBitmap, )
 
    Point2I button;
@@ -1388,7 +1380,6 @@ void GuiGameListMenuCtrl::clickKeybind(Row* row, S32 xPos)
    buttonSize.x = rowHeight / 2;
    buttonSize.y = rowHeight / 2;
 
-   GFXTextureObject* texture = row->mBitmapTex;
    RectI rect(button, buttonSize);
 
    if (rect.pointInRect(Point2I(xPos, rowHeight / 2)))

+ 0 - 1
Engine/source/gui/controls/guiPopUpCtrl.cpp

@@ -311,7 +311,6 @@ void GuiPopUpMenuCtrl::initPersistFields(void)
 
 bool GuiPopUpMenuCtrl::_setBitmaps(void* obj, const char* index, const char* data)
 {
-   bool ret = false; 
    GuiPopUpMenuCtrl* object = static_cast<GuiPopUpMenuCtrl*>(obj);
 
    object->setBitmap(data);

+ 0 - 1
Engine/source/gui/controls/guiPopUpCtrlEx.cpp

@@ -365,7 +365,6 @@ void GuiPopUpMenuCtrlEx::initPersistFields(void)
 
 bool GuiPopUpMenuCtrlEx::_setBitmaps(void* obj, const char* index, const char* data)
 {
-   bool ret = false;
    GuiPopUpMenuCtrlEx* object = static_cast<GuiPopUpMenuCtrlEx*>(obj);
 
    object->setBitmap(data);

+ 0 - 2
Engine/source/gui/utility/guiRenderTargetVizCtrl.cpp

@@ -102,8 +102,6 @@ void GuiRenderTargetVizCtrl::onRender(Point2I      offset,
 
       camObject = dynamic_cast<Camera*>(camObject->getClientObject());
 
-      bool servObj = camObject->isServerObject();
-
       if (camObject)
       {
          GFXTexHandle targ = camObject->getCameraRenderTarget();

+ 0 - 2
Engine/source/lighting/advanced/advancedLightBinManager.cpp

@@ -323,8 +323,6 @@ void AdvancedLightBinManager::_scoreLights(const MatrixF& cameraTrans)
          {
             if (dist > smLightFadeStart)
             {
-               F32 brightness = light.lightInfo->getBrightness();
-
                float fadeOutAmt = (dist - smLightFadeStart) / (smLightFadeEnd - smLightFadeStart);
                fadeOutAmt = 1 - fadeOutAmt;
 

+ 0 - 7
Engine/source/materials/processedShaderMaterial.cpp

@@ -1290,16 +1290,9 @@ void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData
 
 	for (U32 i = 0; i < shaderData.size(); i++)
 	{
-		for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
-		{
-			StringTableEntry handleName = shaderData[i].getHandleName();
-			bool tmp = true;
-		}
 		//roll through and try setting our data!
 		for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
 		{
-			StringTableEntry handleName = shaderData[i].getHandleName();
-			StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
 			if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
 			{
 				if (handles->mCustomHandles[h].handle->isValid())

+ 1 - 1
Engine/source/persistence/taml/taml.cpp

@@ -640,7 +640,7 @@ ImplementEnumType(_TamlFormatMode,
 
       // Iterate fields.
       U8 arrayDepth = 0;
-      TamlCustomNode* currentArrayNode;
+      TamlCustomNode* currentArrayNode = NULL;
       for (U32 index = 0; index < fieldCount; ++index)
       {
          // Fetch field.

+ 1 - 1
Engine/source/platform/async/asyncPacketStream.h

@@ -282,7 +282,7 @@ void AsyncPacketBufferedInputStream< Stream, Packet >::_requestNext()
       if( resettable )
       {
          IPositionable< U32 >* positionable = dynamic_cast< IPositionable< U32 >* >( &Deref( stream ) );
-         U32 pos;
+         U32 pos = 0;
          if(positionable)
             pos = positionable->getPosition();
          

+ 6 - 34
Engine/source/platform/platformNet.cpp

@@ -95,36 +95,6 @@ typedef int SOCKET;
 
 #endif
 
-#if defined(TORQUE_USE_WINSOCK)
-static const char* strerror_wsa( S32 code )
-{
-   switch( code )
-   {
-#define E( name ) case name: return #name;
-      E( WSANOTINITIALISED );
-      E( WSAENETDOWN );
-      E( WSAEADDRINUSE );
-      E( WSAEINPROGRESS );
-      E( WSAEALREADY );
-      E( WSAEADDRNOTAVAIL );
-      E( WSAEAFNOSUPPORT );
-      E( WSAEFAULT );
-      E( WSAEINVAL );
-      E( WSAEISCONN );
-      E( WSAENETUNREACH );
-      E( WSAEHOSTUNREACH );
-      E( WSAENOBUFS );
-      E( WSAENOTSOCK );
-      E( WSAETIMEDOUT );
-      E( WSAEWOULDBLOCK );
-      E( WSAEACCES );
-#undef E
-      default:
-         return "Unknown";
-   }
-}
-#endif
-
 #include "core/util/tVector.h"
 #include "platform/platformNetAsync.h"
 #include "console/console.h"
@@ -1243,7 +1213,8 @@ void Net::process()
          }
          break;
       case PolledSocket::NameLookupRequired:
-         U32 newState;
+      {
+         U32 newState = Net::NoError;
 
          // is the lookup complete?
          if (!gNetAsync.checkLookup(
@@ -1262,7 +1233,7 @@ void Net::process()
          {
             // try to connect
             out_h_addr.port = currentSock->remotePort;
-            const sockaddr *ai_addr = NULL;
+            const sockaddr* ai_addr = NULL;
             int ai_addrlen = 0;
             sockaddr_in socketAddress;
             sockaddr_in6 socketAddress6;
@@ -1304,7 +1275,7 @@ void Net::process()
             else
             {
                Con::errorf("Error connecting to %s: Invalid Protocol",
-               currentSock->remoteAddr);
+                  currentSock->remoteAddr);
                newState = Net::ConnectFailed;
                removeSock = true;
                removeSockHandle = currentSock->handleFd;
@@ -1319,7 +1290,7 @@ void Net::process()
                   if (err != Net::WouldBlock)
                   {
                      Con::errorf("Error connecting to %s: %u",
-                     currentSock->remoteAddr, err);
+                        currentSock->remoteAddr, err);
                      newState = Net::ConnectFailed;
                      removeSock = true;
                      removeSockHandle = currentSock->handleFd;
@@ -1340,6 +1311,7 @@ void Net::process()
 
          smConnectionNotify->trigger(currentSock->handleFd, newState);
          break;
+      }
       case PolledSocket::Listening:
          NetAddress incomingAddy;
 

+ 0 - 1
Engine/source/renderInstance/renderTranslucentMgr.cpp

@@ -144,7 +144,6 @@ void RenderTranslucentMgr::render( SceneRenderState *state )
    GFXTextureObject *lastLM = NULL;
    GFXCubemap *lastCubemap = NULL;
    GFXTextureObject *lastReflectTex = NULL;
-   GFXTextureObject *lastMiscTex = NULL;
    GFXTextureObject *lastAccuTex = NULL;
 
    // Find the particle render manager (if we don't have it)

+ 0 - 2
Engine/source/terrain/terrCellMaterial.cpp

@@ -615,8 +615,6 @@ bool TerrainCellMaterial::_initShader(bool deferredMat,
    mOrmTexArrayConst = mShader->getShaderConstHandle("$ormMapSampler");
    if (mOrmTexArrayConst->isValid())
    {
-      GFXTextureProfile* profile = &GFXStaticTextureProfile;
-
       const S32 sampler = mOrmTexArrayConst->getSamplerRegister();
 
       desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();

+ 0 - 3
Engine/source/terrain/terrData.cpp

@@ -992,8 +992,6 @@ void TerrainBlock::addMaterial( const String &name, U32 insertAt )
       mFile->mMaterials.push_back( mat );
       mFile->_initMaterialInstMapping();
 
-      bool isSrv = isServerObject();
-
       //now we update our asset
       if (mTerrainAsset)
       {
@@ -1418,7 +1416,6 @@ void TerrainBlock::unpackUpdate(NetConnection* con, BitStream *stream)
 
       char buffer[256];
       stream->readString(buffer);
-      bool validAsset = setTerrainAsset(StringTable->insert(buffer));
    }
    if (baseTexSizeChanged && isProperlyAdded())
       _updateBaseTexture(NONE);

+ 12 - 12
Engine/source/ts/tsCollision.cpp

@@ -1044,9 +1044,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
          // We need the default mesh transform.
          MatrixF localXfm;
          getNodeWorldTransform( object.nodeIndex, &localXfm );
-         Point3F t = localXfm.getPosition();
-         t.convolve(scale);
-         localXfm.setPosition(t);
+         Point3F nodeWorldPosition = localXfm.getPosition();
+         nodeWorldPosition.convolve(scale);
+         localXfm.setPosition(nodeWorldPosition);
 
          // We have some sort of collision shape... so allocate it.
          if ( !colShape )
@@ -1061,9 +1061,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
             // Add the offset to the center of the bounds 
             // into the local space transform.
             MatrixF centerXfm( true );
-            Point3F t = mesh->getBounds().getCenter();
-            t.convolve(scale);
-            centerXfm.setPosition(t);
+            Point3F meshBoundsCenter = mesh->getBounds().getCenter();
+            meshBoundsCenter.convolve(scale);
+            centerXfm.setPosition(meshBoundsCenter);
             localXfm.mul( centerXfm );
 
             colShape->addBox( halfWidth, localXfm );
@@ -1077,9 +1077,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
             // Add the offset to the center of the bounds
             // into the local space transform.
             MatrixF primXfm( true );
-            Point3F t = mesh->getBounds().getCenter();
-            t.convolve(scale);
-            primXfm.setPosition(t);
+            Point3F meshBoundsCenter = mesh->getBounds().getCenter();
+            meshBoundsCenter.convolve(scale);
+            primXfm.setPosition(meshBoundsCenter);
             localXfm.mul( primXfm );
 
             colShape->addSphere( radius, localXfm );
@@ -1092,9 +1092,9 @@ PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &
 
             // We need to center the capsule and align it to the Y axis.
             MatrixF primXfm( true );
-            Point3F t = mesh->getBounds().getCenter();
-            t.convolve(scale);
-            primXfm.setPosition(t);
+            Point3F meshBoundsCenter = mesh->getBounds().getCenter();
+            meshBoundsCenter.convolve(scale);
+            primXfm.setPosition(meshBoundsCenter);
 
             // Use the longest axis as the capsule height.
             F32 height = -radius * 2.0f;