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fix warnings that were bugging Xcode
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parent
33c247918e
commit
6ba0845767
3 changed files with 4 additions and 2 deletions
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@ -1266,7 +1266,6 @@ void Menu::changeVSync() {
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}
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}
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void Menu::changeRenderTargetFramerate(QAction* action) {
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void Menu::changeRenderTargetFramerate(QAction* action) {
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bool vsynOn = Application::getInstance()->isVSyncOn();
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bool vsynOn = Application::getInstance()->isVSyncOn();
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unsigned int framerate = Application::getInstance()->getRenderTargetFramerate();
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QString text = action->text();
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QString text = action->text();
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if (text == MenuOption::RenderTargetFramerateUnlimited) {
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if (text == MenuOption::RenderTargetFramerateUnlimited) {
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@ -111,6 +111,8 @@ void Batch::runCommand(Command com, uint32 offset) {
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CASE_COMMAND(glColor4f);
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CASE_COMMAND(glColor4f);
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CASE_COMMAND(glMaterialf);
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CASE_COMMAND(glMaterialf);
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CASE_COMMAND(glMaterialfv);
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CASE_COMMAND(glMaterialfv);
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default:
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break;
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}
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}
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}
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}
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@ -1737,7 +1737,8 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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mesh.texCoords.size() * sizeof(glm::vec2) +
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mesh.texCoords.size() * sizeof(glm::vec2) +
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(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
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(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
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//skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
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//skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
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GLBATCH(glVertexAttribPointer)(skinLocations->clusterIndices, 4, GL_FLOAT, GL_TRUE, 0, (const void*) offset);
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GLBATCH(glVertexAttribPointer)(skinLocations->clusterIndices, 4, GL_FLOAT, GL_TRUE, 0,
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reinterpret_cast<const void*>(offset));
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//skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
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//skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
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// offset + vertexCount * sizeof(glm::vec4), 4);
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// offset + vertexCount * sizeof(glm::vec4), 4);
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GLBATCH(glVertexAttribPointer)(skinLocations->clusterWeights, 4, GL_FLOAT, GL_TRUE, 0, (const void*) (offset + vertexCount * sizeof(glm::vec4)));
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GLBATCH(glVertexAttribPointer)(skinLocations->clusterWeights, 4, GL_FLOAT, GL_TRUE, 0, (const void*) (offset + vertexCount * sizeof(glm::vec4)));
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