mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-26 02:15:08 +02:00
more warning fixes
This commit is contained in:
parent
efda121619
commit
7536fed09a
10 changed files with 7 additions and 17 deletions
|
@ -51,7 +51,6 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
|
||||||
const glm::vec3 greenColor(0.0f, 1.0f, 0.0f); // Color the hand targets red to be different than skin
|
const glm::vec3 greenColor(0.0f, 1.0f, 0.0f); // Color the hand targets red to be different than skin
|
||||||
const glm::vec3 blueColor(0.0f, 0.0f, 1.0f); // Color the hand targets red to be different than skin
|
const glm::vec3 blueColor(0.0f, 0.0f, 1.0f); // Color the hand targets red to be different than skin
|
||||||
const glm::vec3 grayColor(0.5f);
|
const glm::vec3 grayColor(0.5f);
|
||||||
const int NUM_FACETS = 8;
|
|
||||||
const float SPHERE_RADIUS = 0.03f * avatarScale;
|
const float SPHERE_RADIUS = 0.03f * avatarScale;
|
||||||
|
|
||||||
gpu::Batch& batch = *renderArgs->_batch;
|
gpu::Batch& batch = *renderArgs->_batch;
|
||||||
|
|
|
@ -635,8 +635,6 @@ void SkeletonModel::computeBoundingShape() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
|
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
|
||||||
const int BALL_SUBDIVISIONS = 10;
|
|
||||||
|
|
||||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||||
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
|
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
|
||||||
// draw a blue sphere at the capsule top point
|
// draw a blue sphere at the capsule top point
|
||||||
|
|
|
@ -89,7 +89,6 @@ void Circle3DOverlay::render(RenderArgs* args) {
|
||||||
const float SLICES = 180.0f; // The amount of segment to create the circle
|
const float SLICES = 180.0f; // The amount of segment to create the circle
|
||||||
const float SLICE_ANGLE = FULL_CIRCLE / SLICES;
|
const float SLICE_ANGLE = FULL_CIRCLE / SLICES;
|
||||||
|
|
||||||
//const int slices = 15;
|
|
||||||
xColor colorX = getColor();
|
xColor colorX = getColor();
|
||||||
const float MAX_COLOR = 255.0f;
|
const float MAX_COLOR = 255.0f;
|
||||||
glm::vec4 color(colorX.red / MAX_COLOR, colorX.green / MAX_COLOR, colorX.blue / MAX_COLOR, alpha);
|
glm::vec4 color(colorX.red / MAX_COLOR, colorX.green / MAX_COLOR, colorX.blue / MAX_COLOR, alpha);
|
||||||
|
|
|
@ -32,7 +32,6 @@ void Sphere3DOverlay::render(RenderArgs* args) {
|
||||||
return; // do nothing if we're not visible
|
return; // do nothing if we're not visible
|
||||||
}
|
}
|
||||||
|
|
||||||
const int SLICES = 15;
|
|
||||||
float alpha = getAlpha();
|
float alpha = getAlpha();
|
||||||
xColor color = getColor();
|
xColor color = getColor();
|
||||||
const float MAX_COLOR = 255.0f;
|
const float MAX_COLOR = 255.0f;
|
||||||
|
|
|
@ -29,11 +29,7 @@
|
||||||
|
|
||||||
#include <OffscreenQmlSurface.h>
|
#include <OffscreenQmlSurface.h>
|
||||||
|
|
||||||
// #include "Application.h"
|
|
||||||
// #include "GeometryUtil.h"
|
|
||||||
|
|
||||||
static const float DPI = 30.47f;
|
static const float DPI = 30.47f;
|
||||||
static const float METERS_TO_INCHES = 39.3701f;
|
|
||||||
static const float INCHES_TO_METERS = 1.0f / 39.3701f;
|
static const float INCHES_TO_METERS = 1.0f / 39.3701f;
|
||||||
|
|
||||||
QString const Web3DOverlay::TYPE = "web3d";
|
QString const Web3DOverlay::TYPE = "web3d";
|
||||||
|
|
|
@ -934,8 +934,8 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
|
||||||
_textureContent.insert(filename, content);
|
_textureContent.insert(filename, content);
|
||||||
}
|
}
|
||||||
} else if (object.name == "Material") {
|
} else if (object.name == "Material") {
|
||||||
FBXMaterial material = { glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(), glm::vec2(0.f, 1.0f), 96.0f, 1.0f,
|
FBXMaterial material = { glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(),
|
||||||
QString("")};
|
glm::vec2(0.f, 1.0f), 96.0f, 1.0f, QString(""), nullptr };
|
||||||
foreach (const FBXNode& subobject, object.children) {
|
foreach (const FBXNode& subobject, object.children) {
|
||||||
bool properties = false;
|
bool properties = false;
|
||||||
QByteArray propertyName;
|
QByteArray propertyName;
|
||||||
|
|
|
@ -487,11 +487,10 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
|
||||||
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
|
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
|
||||||
}
|
}
|
||||||
if (!groupMaterialName.isEmpty()) {
|
if (!groupMaterialName.isEmpty()) {
|
||||||
OBJMaterial* material = &materials[groupMaterialName];
|
|
||||||
|
|
||||||
// TODO Fix this once the transision is understood
|
// TODO Fix this once the transision is understood
|
||||||
|
|
||||||
/*// The code behind this is in transition. Some things are set directly in the FXBMeshPart...
|
/*// The code behind this is in transition. Some things are set directly in the FXBMeshPart...
|
||||||
|
OBJMaterial* material = &materials[groupMaterialName];
|
||||||
meshPart.materialID = groupMaterialName;
|
meshPart.materialID = groupMaterialName;
|
||||||
meshPart.diffuseTexture.filename = material->diffuseTextureFilename;
|
meshPart.diffuseTexture.filename = material->diffuseTextureFilename;
|
||||||
meshPart.specularTexture.filename = material->specularTextureFilename;
|
meshPart.specularTexture.filename = material->specularTextureFilename;
|
||||||
|
|
|
@ -337,6 +337,8 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
|
||||||
|
|
||||||
glDrawElementsInstanced(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances);
|
glDrawElementsInstanced(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances);
|
||||||
(void)CHECK_GL_ERROR();
|
(void)CHECK_GL_ERROR();
|
||||||
|
|
||||||
|
Q_UNUSED(startInstance);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) {
|
void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) {
|
||||||
|
|
|
@ -18,7 +18,7 @@ using namespace gpu;
|
||||||
using ElementArray = std::array<Element, Stream::NUM_INPUT_SLOTS>;
|
using ElementArray = std::array<Element, Stream::NUM_INPUT_SLOTS>;
|
||||||
|
|
||||||
const ElementArray& getDefaultElements() {
|
const ElementArray& getDefaultElements() {
|
||||||
static ElementArray defaultElements{
|
static ElementArray defaultElements{{
|
||||||
//POSITION = 0,
|
//POSITION = 0,
|
||||||
Element::VEC3F_XYZ,
|
Element::VEC3F_XYZ,
|
||||||
//NORMAL = 1,
|
//NORMAL = 1,
|
||||||
|
@ -42,7 +42,7 @@ const ElementArray& getDefaultElements() {
|
||||||
//INSTANCE_XFM = 10,
|
//INSTANCE_XFM = 10,
|
||||||
// FIXME make a matrix element
|
// FIXME make a matrix element
|
||||||
Element::VEC4F_XYZW
|
Element::VEC4F_XYZW
|
||||||
};
|
}};
|
||||||
return defaultElements;
|
return defaultElements;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -175,8 +175,6 @@ public:
|
||||||
}
|
}
|
||||||
|
|
||||||
void draw() {
|
void draw() {
|
||||||
static auto startTime = usecTimestampNow();
|
|
||||||
|
|
||||||
if (!isVisible()) {
|
if (!isVisible()) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue