make implicit casts explict

This commit is contained in:
Andrew Meadows 2016-06-14 15:52:41 -07:00
parent 2f6e5ab2ee
commit d1752211e6

View file

@ -720,7 +720,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
// copy points
uint32_t meshIndexOffset = (uint32_t)points.size();
gpu::BufferView::Iterator<const glm::vec3> vertexItr = vertices.cbegin<const glm::vec3>();
points.reserve(points.size() + vertices.getNumElements());
points.reserve((int32_t)((gpu::Size)points.size() + vertices.getNumElements()));
Extents extents;
while (vertexItr != vertices.cend<const glm::vec3>()) {
points.push_back(*vertexItr);
@ -741,7 +741,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
}
// copy triangleIndices
triangleIndices.reserve(triangleIndices.size() + indices.getNumElements());
triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements()));
gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>();
while (partItr != parts.cend<const model::Mesh::Part>()) {