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@@ -308,7 +308,7 @@ aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMes
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for(unsigned int j=0;j<f.mNumIndices;j++) {
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if(vMap[f.mIndices[j]]==UINT_MAX) {
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- vMap[f.mIndices[j]] = numSubVerts++;
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+ vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
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}
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}
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}
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@@ -320,8 +320,8 @@ aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMes
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// create all the arrays for this mesh if the old mesh contained them
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- oMesh->mNumFaces = subMeshFaces.size();
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- oMesh->mNumVertices = numSubVerts;
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+ oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
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+ oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
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oMesh->mVertices = new aiVector3D[numSubVerts];
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if( pMesh->HasNormals() ) {
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oMesh->mNormals = new aiVector3D[numSubVerts];
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@@ -332,12 +332,12 @@ aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMes
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oMesh->mBitangents = new aiVector3D[numSubVerts];
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}
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- for( size_t a = 0; pMesh->HasTextureCoords( a) ; ++a ) {
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+ for( size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)) ; ++a ) {
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oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
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oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
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}
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- for( size_t a = 0; pMesh->HasVertexColors( a); ++a ) {
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+ for( size_t a = 0; pMesh->HasVertexColors( static_cast<unsigned int>(a)); ++a ) {
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oMesh->mColors[a] = new aiColor4D[numSubVerts];
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}
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