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@@ -724,7 +724,7 @@ void ConvexShape::prepRenderImage( SceneRenderState *state )
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// We sort by the material then vertex buffer.
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// We sort by the material then vertex buffer.
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ri->defaultKey = matInst->getStateHint();
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ri->defaultKey = matInst->getStateHint();
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- ri->defaultKey2 = (U32)ri->vertBuff; // Not 64bit safe!
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+ ri->defaultKey2 = (U32)(uintptr_t)ri->vertBuff; // Not 64bit safe!
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// Submit our RenderInst to the RenderPassManager
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// Submit our RenderInst to the RenderPassManager
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state->getRenderPass()->addInst(ri);
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state->getRenderPass()->addInst(ri);
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@@ -776,7 +776,7 @@ void ConvexShape::buildConvex( const Box3F &box, Convex *convex )
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bool ConvexShape::buildPolyList( PolyListContext context, AbstractPolyList *plist, const Box3F &box, const SphereF &sphere )
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bool ConvexShape::buildPolyList( PolyListContext context, AbstractPolyList *plist, const Box3F &box, const SphereF &sphere )
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{
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{
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- if ( mGeometry.points.empty() )
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+ if ( mGeometry.points.empty() )
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return false;
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return false;
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// If we're exporting deal with that first.
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// If we're exporting deal with that first.
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