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@@ -582,15 +582,15 @@ void checkSkinnedSceneLimited(const aiScene *scene){
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{0.000f, 0.000f, 0.000f, 0.111f},
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{0.000f, 0.000f, 0.000f, 0.000f},
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{0.000f, 0.000f, 0.000f, 0.000f}};
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- for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
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+ for (unsigned int boneIndex = 0; boneIndex < 10u; ++boneIndex) {
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EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
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std::map<unsigned int, float> map;
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- for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
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+ for (unsigned int jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
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auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
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auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
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map[key] = weight;
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}
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- for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
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+ for (unsigned int jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
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auto weight = map[jointIndex];
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EXPECT_LT(std::abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
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}
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