Merge pull request #220 from erwincoumans/master

fix a few warnings, and matching class/struct in forward declaration
This commit is contained in:
erwincoumans
2014-08-25 11:51:07 -07:00
7 changed files with 12 additions and 12 deletions

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@@ -1,3 +1,4 @@
#include "GwenProfileWindow.h"
#include "../GpuDemos/gwenUserInterface.h"
#include "../GpuDemos/gwenInternalData.h"
#include "LinearMath/btQuickprof.h"

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@@ -1,8 +1,7 @@
#ifndef GWEN_PROFILE_WINDOW_H
#define GWEN_PROFILE_WINDOW_H
struct MyProfileWindow* setupProfileWindow(struct GwenInternalData* data);
class MyProfileWindow* setupProfileWindow(struct GwenInternalData* data);
void processProfileData(MyProfileWindow* window, bool idle);
void profileWindowSetVisible(MyProfileWindow* window, bool visible);
void destroyProfileWindow(MyProfileWindow* window);

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@@ -78,7 +78,7 @@ public:
}
};
struct MyGraphWindow* setupTextureWindow(const MyGraphInput& input)
MyGraphWindow* setupTextureWindow(const MyGraphInput& input)
{
MyGraphWindow* graphWindow = new MyGraphWindow(input);
MyMenuItems2* menuItems = new MyMenuItems2(graphWindow);

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@@ -25,7 +25,7 @@ struct MyGraphInput
{
}
};
struct MyGraphWindow* setupTextureWindow(const MyGraphInput& input);
class MyGraphWindow* setupTextureWindow(const MyGraphInput& input);
void destroyTextureWindow(MyGraphWindow* window);

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@@ -55,8 +55,8 @@ bool dump_timings = false;
int maxFrameCount = 102;
extern char OpenSansData[];
extern char* gPairBenchFileName;
extern float shadowMapWidth;
extern float shadowMapHeight;
extern int shadowMapWidth;
extern int shadowMapHeight;
extern bool gDebugLauncherCL;
extern bool gAllowCpuOpenCL;
extern bool gUseLargeBatches;

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@@ -16,8 +16,8 @@ subject to the following restrictions:
///todo: make this configurable in the gui
bool useShadowMap=true;//false;//true;
float shadowMapWidth=8192;
float shadowMapHeight=8192;
int shadowMapWidth=8192;
int shadowMapHeight=8192;
float shadowMapWorldSize=100;
float WHEEL_MULTIPLIER=0.01f;
float MOUSE_MOVE_MULTIPLIER = 0.4f;

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@@ -249,10 +249,10 @@ void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y
}
Vertex vertexData[4] = {
{ vec4(-1.+2.*x0/float(m_screenWidth), 1.-2.*y0/float(m_screenHeight), 0, 0 ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u0,v0)},
{ vec4(-1.+2.*x0/float(m_screenWidth), 1.-2.*y1/float(m_screenHeight), 0, 1 ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u0,v1)},
{ vec4( -1.+2.*x1/float(m_screenWidth), 1.-2.*y1/float(m_screenHeight), 1, 1 ), vec4(color[0], color[1], color[2], color[3]) ,vec2(u1,v1)},
{ vec4( -1.+2.*x1/float(m_screenWidth), 1.-2.*y0/float(m_screenHeight), 1, 0 ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u1,v0)}
{ vec4(-1.f+2.f*x0/float(m_screenWidth), 1.f-2.f*y0/float(m_screenHeight), 0.f, 0.f ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u0,v0)},
{ vec4(-1.f+2.f*x0/float(m_screenWidth), 1.f-2.f*y1/float(m_screenHeight), 0.f, 1.f ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u0,v1)},
{ vec4( -1.f+2.f*x1/float(m_screenWidth), 1.f-2.f*y1/float(m_screenHeight), 1.f, 1.f ), vec4(color[0], color[1], color[2], color[3]) ,vec2(u1,v1)},
{ vec4( -1.f+2.f*x1/float(m_screenWidth), 1.f-2.f*y0/float(m_screenHeight), 1.f, 0.f ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u1,v0)}
};
glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(Vertex), vertexData);