more warning fixes

This commit is contained in:
Brad Hefta-Gaub 2015-09-24 08:26:56 -07:00
parent ba73acf3b4
commit 5e82b9c433
4 changed files with 7 additions and 4 deletions

View file

@ -94,8 +94,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
renderArgs->_context->render(batch);
qDebug() << "ApplicationOverlay::renderOverlay() batch:" << batch.getCacheState();
renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
CHECK_GL_ERROR();

View file

@ -992,11 +992,13 @@ static AnimPose avatarToBonePose(AnimPose pose, AnimSkeleton::ConstPointer skele
return rootPose * rotY180 * pose;
}
#ifdef DEBUG_RENDERING
static AnimPose boneToAvatarPose(AnimPose pose, AnimSkeleton::ConstPointer skeleton) {
AnimPose rootPose = skeleton->getAbsoluteBindPose(skeleton->nameToJointIndex("Hips"));
AnimPose rotY180(glm::vec3(1), glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
return (rootPose * rotY180).inverse() * pose;
}
#endif
static void computeHeadNeckAnimVars(AnimSkeleton::ConstPointer skeleton, const AnimPose& avatarHMDPose,
glm::vec3& headPositionOut, glm::quat& headOrientationOut,
@ -1046,7 +1048,7 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
computeHeadNeckAnimVars(_animSkeleton, avatarHMDPose, headPos, headRot, neckPos, neckRot);
// debug rendering
/*
#ifdef DEBUG_RENDERING
const glm::vec4 red(1.0f, 0.0f, 0.0f, 1.0f);
const glm::vec4 green(0.0f, 1.0f, 0.0f, 1.0f);
@ -1059,7 +1061,7 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
AnimPose neckPose(glm::vec3(1), neckRot, neckPos);
neckPose = boneToAvatarPose(neckPose, _animSkeleton);
DebugDraw::getInstance().addMyAvatarMarker("neckTarget", neckPose.rot, neckPose.trans, green);
*/
#endif
_animVars.set("headPosition", headPos);
_animVars.set("headRotation", headRot);

View file

@ -330,6 +330,7 @@ AudioInjector* AudioInjector::playSound(const QString& soundUrl, const float vol
reinterpret_cast<int16_t*>(resampled.data()),
nInputFrames);
Q_UNUSED(nOutputFrames);
return playSoundAndDelete(resampled, options, NULL);
}

View file

@ -488,6 +488,7 @@ void AnimDebugDraw::update() {
glm::quat rot = std::get<0>(iter.second);
glm::vec3 pos = std::get<1>(iter.second);
glm::vec4 color = std::get<2>(iter.second); // TODO: currently ignored.
Q_UNUSED(color);
const float radius = POSE_RADIUS;
addBone(AnimPose::identity, AnimPose(glm::vec3(1), rot, pos), radius, v);
}
@ -497,6 +498,7 @@ void AnimDebugDraw::update() {
glm::quat rot = std::get<0>(iter.second);
glm::vec3 pos = std::get<1>(iter.second);
glm::vec4 color = std::get<2>(iter.second); // TODO: currently ignored.
Q_UNUSED(color);
const float radius = POSE_RADIUS;
addBone(myAvatarPose, AnimPose(glm::vec3(1), rot, pos), radius, v);
}