fixed all project related warnings
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6569422dc5
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05f2328b5b
@ -54,7 +54,7 @@ RemoteController.cpp
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SCPDatabase.cpp
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)
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set_property(DIRECTORY "${PROJECT_SOURCE_DIR}/src/Client" PROPERTY VS_STARTUP_PROJECT pseuwow)
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# Link the executable to the libraries.
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target_link_libraries (pseuwow ${PSEUWOW_LIBS})
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@ -1,4 +1,3 @@
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#define _DEBUG 1
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#include <iostream>
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#include "MemoryDataHolder.h"
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#include "MemoryInterface.h"
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@ -650,14 +649,14 @@ for(u32 i=0; i < currentView.Submesh.num;i++)//
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//Put the Indices and Vertices of the Submesh into a mesh buffer
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//Each Submesh contains only the Indices and Vertices that belong to it.
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//Because of this the Index values for the Submeshes must be corrected by the Vertex offset of the Submesh
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for(u32 j=M2MSubmeshes[i].ofsTris;j<M2MSubmeshes[i].ofsTris+M2MSubmeshes[i].nTris;j++)
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for(s32 j=M2MSubmeshes[i].ofsTris;j<M2MSubmeshes[i].ofsTris+M2MSubmeshes[i].nTris;j++)
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{
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MeshBuffer->Indices.push_back(M2MIndices[M2MTriangles[j]]-M2MSubmeshes[i].ofsVertex);
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if(M2MIndices[M2MTriangles[j]]<M2MSubmeshes[i].ofsVertex)
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logerror("Index %u < ofsVertex %u",M2MIndices[M2MTriangles[j]],M2MSubmeshes[i].ofsVertex);
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}
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for(u32 j=M2MSubmeshes[i].ofsVertex;j<M2MSubmeshes[i].ofsVertex+M2MSubmeshes[i].nVertex;j++)
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for(s32 j=M2MSubmeshes[i].ofsVertex;j<M2MSubmeshes[i].ofsVertex+M2MSubmeshes[i].nVertex;j++)
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{
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MeshBuffer->Vertices_Standard.push_back(M2Vertices[j]);
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for(u32 k=0; k<4; k++)
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@ -685,8 +684,8 @@ for(u32 i=0; i < currentView.Submesh.num;i++)//
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s16 vColIndex = M2MTextureUnit[j].colorIndex;
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if(vColIndex != -1)
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{
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DEBUG(logdebug("Applying color %f %f %f %f",M2MVertexColor[vColIndex].Colors.values[0],M2MVertexColor[vColIndex].Colors.values[1],M2MVertexColor[vColIndex].Colors.values[2],M2MVertexColor[vColIndex].Alpha.values[0]));
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video::SColor color = video::SColorf(M2MVertexColor[vColIndex].Colors.values[0],M2MVertexColor[vColIndex].Colors.values[1],M2MVertexColor[vColIndex].Colors.values[2],M2MVertexColor[vColIndex].Alpha.values[0]).toSColor();
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//DEBUG(logdebug("Applying color %f %f %f %f",M2MVertexColor[vColIndex].Colors.values[0],M2MVertexColor[vColIndex].Colors.values[1],M2MVertexColor[vColIndex].Colors.values[2],M2MVertexColor[vColIndex].Alpha.values[0]));
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//video::SColor color = video::SColorf(M2MVertexColor[vColIndex].Colors.values[0],M2MVertexColor[vColIndex].Colors.values[1],M2MVertexColor[vColIndex].Colors.values[2],M2MVertexColor[vColIndex].Alpha.values[0]).toSColor();
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// Device->getSceneManager()->getMeshManipulator()->apply(scene::SVertexColorSetManipulator(color), MeshBuffer);//
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//MeshBuffer->getMaterial().DiffuseColor = color; // if we want to set diffuse instead of vertex color
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}
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@ -7,6 +7,7 @@
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#include "PseuWoW.h"
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#include "Scene.h"
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#include "PseuGUI.h"
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#include "irrklang/irrKlang.h"
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PseuGUIRunnable::PseuGUIRunnable()
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{
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@ -138,7 +139,7 @@ void PseuGUI::_Init(void)
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// initialize the sound engine
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if(_usesound)
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{
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_soundengine = NULL; // createIrrKlangDevice();
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_soundengine = createIrrKlangDevice();
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if(_soundengine)
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{
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logdetail("PseuGUI: Sound Driver: %s",_soundengine->getDriverName());
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@ -160,8 +160,8 @@ ShTlTerrainSceneNode::ShTlTerrainSceneNode(scene::ISceneManager* smgr,
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// set color of mesh vertices to white
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// vertex color is not used, 2nd texture layer is used to render tile colors
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for(s32 j=0; j<MeshSize.Height; j++)
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for(s32 i=0; i<MeshSize.Width; i++)
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for(u32 j=0; j<MeshSize.Height; j++)
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for(u32 i=0; i<MeshSize.Width; i++)
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{
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Tile(i,j).Vertex[0]->Color = video::SColor(255,255,255,255);
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Tile(i,j).Vertex[1]->Color = video::SColor(255,255,255,255);
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@ -183,9 +183,9 @@ ShTlTerrainSceneNode::ShTlTerrainSceneNode(scene::ISceneManager* smgr,
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// create 2nd texture layer
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// find size of texture, must be power of two
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s32 tw = 2;
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u32 tw = 2;
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while(tw < MeshSize.Width) tw = tw + tw;
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s32 th = 2;
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u32 th = 2;
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while(th < MeshSize.Height) th = th + th;
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// create texture
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@ -209,9 +209,9 @@ ShTlTerrainSceneNode::ShTlTerrainSceneNode(scene::ISceneManager* smgr,
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f32 ry = 1.0f - (f32)MeshSize.Height/ CTexture->getSize().Height;
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s32 n = MeshSize.Height-1;
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for(s32 j=0; j<MeshSize.Height; j++)
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for(u32 j=0; j<MeshSize.Height; j++)
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{
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for(s32 i=0; i<MeshSize.Width; i++)
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for(u32 i=0; i<MeshSize.Width; i++)
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{
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Tile(i,n).Vertex[0]->TCoords = core::vector2d<f32>(i*ax, ry+(j+1)*ay);
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Tile(i,n).Vertex[1]->TCoords = core::vector2d<f32>(i*ax, ry+j*ay);
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@ -506,7 +506,7 @@ void ShTlTerrainSceneNode::setTileSize(f32 newsize)
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// returns dimension of rendered mesh in tiles
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core::dimension2d<s32> ShTlTerrainSceneNode::getRenderedSize()
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core::dimension2d<u32> ShTlTerrainSceneNode::getRenderedSize()
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{
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return MeshSize;
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}
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@ -76,7 +76,7 @@ class ShTlTerrainSceneNode : public scene::ISceneNode
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array2d<TlTTile> Tile;
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// size of vissible terrain mesh
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core::dimension2d<s32> MeshSize;
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core::dimension2d<u32> MeshSize;
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// position of vissible terrain mesh relative to whole terrain in tiles
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core::vector2d<s32> MeshPosition;
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@ -167,7 +167,7 @@ public:
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virtual void setTileSize(f32 newsize);
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// returns dimension of rendered mesh in tiles
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virtual core::dimension2d<s32> getRenderedSize();
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virtual core::dimension2d<u32> getRenderedSize();
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// return number of sectors into which terrain mesh is divided
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virtual s32 getSectorCount();
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@ -14,7 +14,6 @@ Object::Object()
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Object::~Object()
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{
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ASSERT(_valuescount > 0);
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DEBUG(logdebug("~Object() GUID=%016I64X",GetGUID()));
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if(_uint32values)
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delete [] _uint32values;
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@ -337,7 +337,6 @@ void WorldSession::_MovementUpdate(uint8 objtypeid, uint64 uguid, WorldPacket& r
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uint8 spline_mode;
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float facing_angle,facing_x,facing_y,facing_z, duration_mod, duration_next, vertical_acceleration;
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float x,y,z;
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uint64 facing_target;
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recvPacket >> splineflags;
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if(splineflags & SF_Final_Angle)
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recvPacket >> facing_angle;
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Binary file not shown.
@ -1,3 +1,3 @@
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include_directories (${PROJECT_SOURCE_DIR}/src/dep/include/irrklang)
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add_library(IrrKlang
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irrKlang.cpp)
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#add_library(IrrKlang
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#irrKlang.cpp)
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@ -449,7 +449,7 @@ ITexture* CNullDriver::getTexture(io::IReadFile* file)
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}
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if (!texture)
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os::Printer::log("Could not load texture", file->getFileName(), ELL_WARNING);
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os::Printer::log("Could not load texture", file ? file->getFileName() : "", ELL_WARNING);
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return texture;
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}
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