fix some lingering warnings

This commit is contained in:
Stephen Birarda 2015-03-12 12:36:39 -07:00
parent 09e2c0987e
commit 471e55c8ce
6 changed files with 48 additions and 52 deletions

View file

@ -2739,7 +2739,6 @@ const GLfloat WORLD_DIFFUSE_COLOR[] = { 0.6f, 0.525f, 0.525f };
const GLfloat WORLD_SPECULAR_COLOR[] = { 0.94f, 0.94f, 0.737f, 1.0f };
const glm::vec3 GLOBAL_LIGHT_COLOR = { 0.6f, 0.525f, 0.525f };
const float GLOBAL_LIGHT_INTENSITY = 1.0f;
void Application::setupWorldLight() {

View file

@ -49,8 +49,6 @@ using namespace std;
const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
const float YAW_SPEED = 500.0f; // degrees/sec
const float PITCH_SPEED = 100.0f; // degrees/sec
const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
const float COLLISION_RADIUS_SCALE = 0.125f;
const float DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES = 30.0f;
const float MAX_WALKING_SPEED = 2.5f; // human walking speed

View file

@ -791,8 +791,6 @@ void SkeletonModel::renderBoundingCollisionShapes(float alpha) {
glPopMatrix();
}
const int BALL_SUBDIVISIONS = 10;
bool SkeletonModel::hasSkeleton() {
return isActive() ? _geometry->getFBXGeometry().rootJointIndex != -1 : false;
}

View file

@ -32,7 +32,6 @@ LightEntityItem::LightEntityItem(const EntityItemID& entityItemID, const EntityI
_type = EntityTypes::Light;
// default property values
const quint8 MAX_COLOR = 255;
_color[RED_INDEX] = _color[GREEN_INDEX] = _color[BLUE_INDEX] = 0;
_intensity = 1.0f;
_exponent = 0.0f;

View file

@ -134,55 +134,55 @@ void EarthSunModel::setSunLongitude(float lon) {
_sunLongitude = validateLongitude(lon);
invalidate();
}
Atmosphere::Atmosphere() {
// only if created from nothing shall we create the Buffer to store the properties
Data data;
_dataBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Data), (const gpu::Buffer::Byte*) &data));
Atmosphere::Atmosphere() {
// only if created from nothing shall we create the Buffer to store the properties
Data data;
_dataBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Data), (const gpu::Buffer::Byte*) &data));
setScatteringWavelength(_scatteringWavelength);
setRayleighScattering(_rayleighScattering);
setInnerOuterRadiuses(getInnerRadius(), getOuterRadius());
}
void Atmosphere::setScatteringWavelength(Vec3 wavelength) {
_scatteringWavelength = wavelength;
Data& data = editData();
data._invWaveLength = Vec4(1.0f / powf(wavelength.x, 4.0f), 1.0f / powf(wavelength.y, 4.0f), 1.0f / powf(wavelength.z, 4.0f), 0.0f);
}
void Atmosphere::setRayleighScattering(float scattering) {
_rayleighScattering = scattering;
updateScattering();
}
void Atmosphere::setMieScattering(float scattering) {
_mieScattering = scattering;
updateScattering();
}
void Atmosphere::setSunBrightness(float brightness) {
_sunBrightness = brightness;
updateScattering();
}
void Atmosphere::setScatteringWavelength(Vec3 wavelength) {
_scatteringWavelength = wavelength;
Data& data = editData();
data._invWaveLength = Vec4(1.0f / powf(wavelength.x, 4.0f), 1.0f / powf(wavelength.y, 4.0f), 1.0f / powf(wavelength.z, 4.0f), 0.0f);
}
void Atmosphere::updateScattering() {
Data& data = editData();
data._scatterings.x = getRayleighScattering() * getSunBrightness();
data._scatterings.y = getMieScattering() * getSunBrightness();
data._scatterings.z = getRayleighScattering() * 4.0f * glm::pi<float>();
data._scatterings.w = getMieScattering() * 4.0f * glm::pi<float>();
}
void Atmosphere::setRayleighScattering(float scattering) {
_rayleighScattering = scattering;
updateScattering();
}
void Atmosphere::setInnerOuterRadiuses(float inner, float outer) {
Data& data = editData();
data._radiuses.x = inner;
data._radiuses.y = outer;
data._scales.x = 1.0f / (outer - inner);
data._scales.z = data._scales.x / data._scales.y;
}
void Atmosphere::setMieScattering(float scattering) {
_mieScattering = scattering;
updateScattering();
}
void Atmosphere::setSunBrightness(float brightness) {
_sunBrightness = brightness;
updateScattering();
}
void Atmosphere::updateScattering() {
Data& data = editData();
data._scatterings.x = getRayleighScattering() * getSunBrightness();
data._scatterings.y = getMieScattering() * getSunBrightness();
data._scatterings.z = getRayleighScattering() * 4.0f * glm::pi<float>();
data._scatterings.w = getMieScattering() * 4.0f * glm::pi<float>();
}
void Atmosphere::setInnerOuterRadiuses(float inner, float outer) {
Data& data = editData();
data._radiuses.x = inner;
data._radiuses.y = outer;
data._scales.x = 1.0f / (outer - inner);
data._scales.z = data._scales.x / data._scales.y;
}
const int NUM_DAYS_PER_YEAR = 365;
@ -267,7 +267,7 @@ void SunSkyStage::updateGraphicsObject() const {
static int firstTime = 0;
if (firstTime == 0) {
firstTime++;
bool result = gpu::Shader::makeProgram(*(_skyPipeline->getProgram()));
gpu::Shader::makeProgram(*(_skyPipeline->getProgram()));
}

View file

@ -17,9 +17,11 @@ using namespace meshinfo;
//origin is the default reference point for generating the tetrahedron from each triangle of the mesh.
MeshInfo::MeshInfo(vector<Vertex> *vertices, vector<int> *triangles) :\
_vertices(vertices),
_triangles(triangles),
_centerOfMass(Vertex(0.0, 0.0, 0.0)){
_vertices(vertices),
_centerOfMass(Vertex(0.0, 0.0, 0.0)),
_triangles(triangles)
{
}
MeshInfo::~MeshInfo(){