diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index a144661f8b..0eeb7222b6 100644 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -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 blueColor(0.0f, 0.0f, 1.0f); // Color the hand targets red to be different than skin const glm::vec3 grayColor(0.5f); - const int NUM_FACETS = 8; const float SPHERE_RADIUS = 0.03f * avatarScale; gpu::Batch& batch = *renderArgs->_batch; diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 6b56e92d80..f88508ba5b 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -635,8 +635,6 @@ void SkeletonModel::computeBoundingShape() { } void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) { - const int BALL_SUBDIVISIONS = 10; - auto geometryCache = DependencyManager::get(); auto deferredLighting = DependencyManager::get(); // draw a blue sphere at the capsule top point diff --git a/interface/src/ui/overlays/Circle3DOverlay.cpp b/interface/src/ui/overlays/Circle3DOverlay.cpp index 588a5077b4..44d8b6861a 100644 --- a/interface/src/ui/overlays/Circle3DOverlay.cpp +++ b/interface/src/ui/overlays/Circle3DOverlay.cpp @@ -89,7 +89,6 @@ void Circle3DOverlay::render(RenderArgs* args) { const float SLICES = 180.0f; // The amount of segment to create the circle const float SLICE_ANGLE = FULL_CIRCLE / SLICES; - //const int slices = 15; xColor colorX = getColor(); const float MAX_COLOR = 255.0f; glm::vec4 color(colorX.red / MAX_COLOR, colorX.green / MAX_COLOR, colorX.blue / MAX_COLOR, alpha); diff --git a/interface/src/ui/overlays/Sphere3DOverlay.cpp b/interface/src/ui/overlays/Sphere3DOverlay.cpp index 0df09d25f6..7caff3ea04 100644 --- a/interface/src/ui/overlays/Sphere3DOverlay.cpp +++ b/interface/src/ui/overlays/Sphere3DOverlay.cpp @@ -32,7 +32,6 @@ void Sphere3DOverlay::render(RenderArgs* args) { return; // do nothing if we're not visible } - const int SLICES = 15; float alpha = getAlpha(); xColor color = getColor(); const float MAX_COLOR = 255.0f; diff --git a/interface/src/ui/overlays/Web3DOverlay.cpp b/interface/src/ui/overlays/Web3DOverlay.cpp index f14fcf4dc0..73e83fa097 100644 --- a/interface/src/ui/overlays/Web3DOverlay.cpp +++ b/interface/src/ui/overlays/Web3DOverlay.cpp @@ -29,11 +29,7 @@ #include -// #include "Application.h" -// #include "GeometryUtil.h" - static const float DPI = 30.47f; -static const float METERS_TO_INCHES = 39.3701f; static const float INCHES_TO_METERS = 1.0f / 39.3701f; QString const Web3DOverlay::TYPE = "web3d"; diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index d1798df397..4acc08314c 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -934,8 +934,8 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS _textureContent.insert(filename, content); } } 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, - QString("")}; + 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, QString(""), nullptr }; foreach (const FBXNode& subobject, object.children) { bool properties = false; QByteArray propertyName; diff --git a/libraries/fbx/src/OBJReader.cpp b/libraries/fbx/src/OBJReader.cpp index c2cd77e5bc..619aa901bb 100644 --- a/libraries/fbx/src/OBJReader.cpp +++ b/libraries/fbx/src/OBJReader.cpp @@ -487,11 +487,10 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping, groupMaterialName = SMART_DEFAULT_MATERIAL_NAME; } if (!groupMaterialName.isEmpty()) { - OBJMaterial* material = &materials[groupMaterialName]; - // TODO Fix this once the transision is understood /*// The code behind this is in transition. Some things are set directly in the FXBMeshPart... + OBJMaterial* material = &materials[groupMaterialName]; meshPart.materialID = groupMaterialName; meshPart.diffuseTexture.filename = material->diffuseTextureFilename; meshPart.specularTexture.filename = material->specularTextureFilename; diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index 62508f273c..ab8c90a2c8 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -337,6 +337,8 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) { glDrawElementsInstanced(mode, numIndices, glType, reinterpret_cast(startIndex + _input._indexBufferOffset), numInstances); (void)CHECK_GL_ERROR(); + + Q_UNUSED(startInstance); } void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) { diff --git a/libraries/gpu/src/gpu/Stream.cpp b/libraries/gpu/src/gpu/Stream.cpp index 98d23ac266..61150ab90e 100644 --- a/libraries/gpu/src/gpu/Stream.cpp +++ b/libraries/gpu/src/gpu/Stream.cpp @@ -18,7 +18,7 @@ using namespace gpu; using ElementArray = std::array; const ElementArray& getDefaultElements() { - static ElementArray defaultElements{ + static ElementArray defaultElements{{ //POSITION = 0, Element::VEC3F_XYZ, //NORMAL = 1, @@ -42,7 +42,7 @@ const ElementArray& getDefaultElements() { //INSTANCE_XFM = 10, // FIXME make a matrix element Element::VEC4F_XYZW - }; + }}; return defaultElements; } diff --git a/tests/gpu-test/src/main.cpp b/tests/gpu-test/src/main.cpp index ad9ed9bb4a..9b0856c832 100644 --- a/tests/gpu-test/src/main.cpp +++ b/tests/gpu-test/src/main.cpp @@ -175,8 +175,6 @@ public: } void draw() { - static auto startTime = usecTimestampNow(); - if (!isVisible()) { return; }