fix a few warnings, and matching class/struct in forward declaration
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@@ -1,3 +1,4 @@
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#include "GwenProfileWindow.h"
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#include "../GpuDemos/gwenUserInterface.h"
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#include "../GpuDemos/gwenUserInterface.h"
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#include "../GpuDemos/gwenInternalData.h"
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#include "../GpuDemos/gwenInternalData.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btQuickprof.h"
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@@ -1,8 +1,7 @@
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#ifndef GWEN_PROFILE_WINDOW_H
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#ifndef GWEN_PROFILE_WINDOW_H
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#define GWEN_PROFILE_WINDOW_H
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#define GWEN_PROFILE_WINDOW_H
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struct MyProfileWindow* setupProfileWindow(struct GwenInternalData* data);
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class MyProfileWindow* setupProfileWindow(struct GwenInternalData* data);
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void processProfileData(MyProfileWindow* window, bool idle);
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void processProfileData(MyProfileWindow* window, bool idle);
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void profileWindowSetVisible(MyProfileWindow* window, bool visible);
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void profileWindowSetVisible(MyProfileWindow* window, bool visible);
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void destroyProfileWindow(MyProfileWindow* window);
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void destroyProfileWindow(MyProfileWindow* window);
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@@ -78,7 +78,7 @@ public:
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}
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}
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};
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};
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struct MyGraphWindow* setupTextureWindow(const MyGraphInput& input)
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MyGraphWindow* setupTextureWindow(const MyGraphInput& input)
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{
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{
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MyGraphWindow* graphWindow = new MyGraphWindow(input);
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MyGraphWindow* graphWindow = new MyGraphWindow(input);
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MyMenuItems2* menuItems = new MyMenuItems2(graphWindow);
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MyMenuItems2* menuItems = new MyMenuItems2(graphWindow);
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@@ -25,7 +25,7 @@ struct MyGraphInput
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{
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{
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}
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}
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};
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};
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struct MyGraphWindow* setupTextureWindow(const MyGraphInput& input);
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class MyGraphWindow* setupTextureWindow(const MyGraphInput& input);
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void destroyTextureWindow(MyGraphWindow* window);
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void destroyTextureWindow(MyGraphWindow* window);
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@@ -55,8 +55,8 @@ bool dump_timings = false;
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int maxFrameCount = 102;
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int maxFrameCount = 102;
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extern char OpenSansData[];
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extern char OpenSansData[];
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extern char* gPairBenchFileName;
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extern char* gPairBenchFileName;
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extern float shadowMapWidth;
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extern int shadowMapWidth;
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extern float shadowMapHeight;
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extern int shadowMapHeight;
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extern bool gDebugLauncherCL;
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extern bool gDebugLauncherCL;
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extern bool gAllowCpuOpenCL;
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extern bool gAllowCpuOpenCL;
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extern bool gUseLargeBatches;
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extern bool gUseLargeBatches;
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@@ -16,8 +16,8 @@ subject to the following restrictions:
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///todo: make this configurable in the gui
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///todo: make this configurable in the gui
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bool useShadowMap=true;//false;//true;
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bool useShadowMap=true;//false;//true;
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float shadowMapWidth=8192;
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int shadowMapWidth=8192;
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float shadowMapHeight=8192;
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int shadowMapHeight=8192;
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float shadowMapWorldSize=100;
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float shadowMapWorldSize=100;
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float WHEEL_MULTIPLIER=0.01f;
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float WHEEL_MULTIPLIER=0.01f;
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float MOUSE_MOVE_MULTIPLIER = 0.4f;
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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
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}
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}
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Vertex vertexData[4] = {
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Vertex vertexData[4] = {
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{ 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)},
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{ 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)},
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{ 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)},
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{ 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)},
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{ 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)},
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{ 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)},
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{ 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)}
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{ 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)}
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};
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};
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glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(Vertex), vertexData);
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glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(Vertex), vertexData);
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