@@ -409,7 +409,7 @@ void GBitmap::allocateBitmapWithMips(const U32 in_width, const U32 in_height, co
mNumMipLevels++;
allocPixels += currWidth * currHeight * mBytesPerPixel;
- } while (currWidth != 1 || currHeight != 1 && mNumMipLevels != in_numMips);
+ } while ((currWidth != 1 || currHeight != 1) && (mNumMipLevels != in_numMips));
}
AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels");
@@ -822,7 +822,7 @@ DefineEngineStaticMethod(SDLInputManager, ControllerNameForIndex, const char *,
"@see https://wiki.libsdl.org/SDL_GameControllerNameForIndex \n"
"@ingroup Input")
{
- if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks() || !SDL_IsGameController(sdlIndex))
+ if ((sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks()) || (!SDL_IsGameController(sdlIndex)))
return SDL_GameControllerNameForIndex(sdlIndex);
return NULL;
@@ -33,7 +33,7 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
S32 vizDisplayMode = Con::getIntVariable("$Viz_DisplayMode", 0);
S32 surfaceVizMode = Con::getIntVariable("$Viz_SurfacePropertiesModeVar", -1);
- if (surfaceVizMode != -1 && vizDisplayMode == 0 || vizDisplayMode == 1)
+ if ((surfaceVizMode != -1 && vizDisplayMode == 0) || vizDisplayMode == 1)
if (color)