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Fix warning on MSVC14

Alexandre Avenel 7 years ago
parent
commit
eb452b28a2

+ 1 - 1
code/ColladaExporter.cpp

@@ -1309,7 +1309,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
 				// Combine the above transformations
 				aiMatrix4x4 mat = TranslationM * RotationM * ScalingM;
 				
-				for( size_t j = 0; j < 4; ++j) {
+				for( unsigned int j = 0; j < 4; ++j) {
 					keyframes.insert(keyframes.end(), mat[j], mat[j] + 4);
                 }
 			}

+ 1 - 1
code/FindInvalidDataProcess.cpp

@@ -339,7 +339,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
 int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
 {
     bool ret = false;
-    std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces);
+    std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces != 0);
 
     // Ignore elements that are not referenced by vertices.
     // (they are, for example, caused by the FindDegenerates step)

+ 2 - 2
code/STLLoader.cpp

@@ -248,7 +248,7 @@ void STLImporter::LoadASCIIFile( aiNode *root ) {
         std::vector<unsigned int> meshIndices;
         aiMesh* pMesh = new aiMesh();
         pMesh->mMaterialIndex = 0;
-        meshIndices.push_back( meshes.size() );
+        meshIndices.push_back((unsigned int) meshes.size() );
         meshes.push_back(pMesh);
         aiNode *node = new aiNode;
         node->mParent = root;
@@ -383,7 +383,7 @@ void STLImporter::LoadASCIIFile( aiNode *root ) {
         pScene->mMeshes[ i ] = meshes[i];
     }
 
-    root->mNumChildren = nodes.size();
+    root->mNumChildren = (unsigned int) nodes.size();
     root->mChildren = new aiNode*[ root->mNumChildren ];
     for ( size_t i=0; i<nodes.size(); ++i ) {
         root->mChildren[ i ] = nodes[ i ];

+ 1 - 1
code/glTF2Asset.inl

@@ -212,7 +212,7 @@ unsigned int LazyDict<T>::Remove(const char* id)
     mObjs.erase(mObjs.begin() + index);
 
     //update index of object in mObjs;
-    for (size_t i = index; i < mObjs.size(); ++i) {
+    for (unsigned int i = index; i < mObjs.size(); ++i) {
         T *obj = mObjs[i];
 
         obj->index = i;

+ 1 - 1
code/glTF2Exporter.cpp

@@ -445,7 +445,7 @@ void glTF2Exporter::ExportMaterials()
                 mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS
             ) {
                 // convert specular color to luminance
-                float specularIntensity = specularColor[0] * 0.2125 + specularColor[1] * 0.7154 + specularColor[2] * 0.0721;
+                float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f;
                 //normalize shininess (assuming max is 1000) with an inverse exponentional curve
                 float normalizedShininess = std::sqrt(shininess / 1000);