fixing compilation on mac and a glsl error on mac

This commit is contained in:
samcake 2016-01-31 17:19:47 -08:00
parent b2f6360020
commit f551ea9f76
2 changed files with 3 additions and 3 deletions

View file

@ -130,7 +130,7 @@ void Scene::processPendingChangesQueue() {
void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
auto& resetPayload = payloads.begin();
auto resetPayload = payloads.begin();
for (auto resetID : ids) {
// Access the true item
auto& item = _items[resetID];
@ -171,7 +171,7 @@ void Scene::removeItems(const ItemIDs& ids) {
void Scene::updateItems(const ItemIDs& ids, UpdateFunctors& functors) {
auto& updateFunctor = functors.begin();
auto updateFunctor = functors.begin();
for (auto updateID : ids) {
// Access the true item
auto& item = _items[updateID];

View file

@ -60,7 +60,7 @@ float getInvDepthDimension(int depth) { return INV_DEPTH_DIM[depth]; }
float getCellWidth(int depth) { return _size * getInvDepthDimension(depth); }
float getInvCellWidth(int depth) { return getDepthDimensionf(depth) * _invSize; }
vec3 evalPos(ivec3 coord, int depth = MAX_DEPTH) {
vec3 evalPos(ivec3 coord, int depth) {
return getOrigin() + vec3(coord) * getCellWidth(depth);
}
vec3 evalPosDepthWidth(ivec3 coord, float cellWidth) {