remove a lot of warnings (more todo in demos and serialization code)

This commit is contained in:
Erwin Coumans
2014-08-22 10:29:05 -07:00
parent 37aa4dc4f8
commit af5883c6e8
62 changed files with 5469 additions and 5513 deletions

View File

@@ -219,7 +219,7 @@ int sth_add_font(struct sth_stash* stash, const char* path)
FILE* fp = 0;
int datasize;
unsigned char* data = NULL;
int idx;
int idx=0;
// Read in the font data.
fp = fopen(path, "rb");
@@ -231,10 +231,14 @@ int sth_add_font(struct sth_stash* stash, const char* path)
if (data == NULL) goto error;
int bytesRead;
bytesRead = fread(data, 1, datasize, fp);
if (bytesRead)
{
idx = sth_add_font_from_memory(stash, data);
}
fclose(fp);
fp = 0;
idx = sth_add_font_from_memory(stash, data);
// Modify type of the loaded font.
if (idx)
stash->fonts->type = TTFONT_FILE;

View File

@@ -37,8 +37,7 @@ InternalOpenGL2RenderCallbacks::~InternalOpenGL2RenderCallbacks()
void InternalOpenGL2RenderCallbacks::display2()
{
GLint err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
// glViewport(0,0,10,10);
//const float timeScale = 0.008f;
@@ -48,39 +47,31 @@ void InternalOpenGL2RenderCallbacks::display2()
glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
glBindVertexArray(s_vertexArrayObject);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
// glBindTexture(GL_TEXTURE_2D,m_texturehandle);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
vec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
glUniform2fv(data->m_positionUniform, 1, (const GLfloat *)&p);
err = glGetError();
assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glEnableVertexAttribArray(data->m_positionAttribute);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glEnableVertexAttribArray(data->m_colourAttribute);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glEnableVertexAttribArray(data->m_textureAttribute);
glVertexAttribPointer(data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)0);
glVertexAttribPointer(data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)sizeof(vec4));
glVertexAttribPointer(data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)(sizeof(vec4)+sizeof(vec4)));
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
/*
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer);
@@ -101,10 +92,7 @@ void InternalOpenGL2RenderCallbacks::display2()
void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_glyph* glyph, int textureWidth, int textureHeight)
{
GLint err;
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
if (glyph)
@@ -114,13 +102,11 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
glBindTexture(GL_TEXTURE_2D, *gltexture);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, textureWidth, textureHeight, 0, GL_RED, GL_UNSIGNED_BYTE, texture->m_texels);
GLenum err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
} else
{
@@ -132,8 +118,7 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
//create new texture
glGenTextures(1, texId);
GLenum err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
@@ -143,8 +128,7 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, textureWidth, textureHeight, 0, GL_RED, GL_UNSIGNED_BYTE, texture->m_texels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
////////////////////////////
//create the other data
@@ -155,8 +139,7 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
glGenBuffers(1, &s_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, VERT_COUNT * sizeof(Vertex), texture->newverts, GL_DYNAMIC_DRAW);
GLuint err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
for (int i=0;i<INDEX_COUNT;i++)
{
@@ -167,9 +150,8 @@ void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_gly
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s_indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,INDEX_COUNT*sizeof(int), s_indexData,GL_STATIC_DRAW);
err = glGetError();
assert(err==GL_NO_ERROR);
}
assert(glGetError()==GL_NO_ERROR);
}
} else
{
//delete texture
@@ -196,13 +178,10 @@ void InternalOpenGL2RenderCallbacks::render(sth_texture* texture)
GLuint* texId = (GLuint*) texture->m_userData;
GLint err;
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glActiveTexture(GL_TEXTURE0);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glBindTexture(GL_TEXTURE_2D, *texId);
bool useFiltering = false;
@@ -215,25 +194,21 @@ void InternalOpenGL2RenderCallbacks::render(sth_texture* texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
glBindVertexArray(s_vertexArrayObject);
glBufferData(GL_ARRAY_BUFFER, texture->nverts * sizeof(Vertex), &texture->newverts[0].position.p[0], GL_DYNAMIC_DRAW);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s_indexBuffer);
//glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
int indexCount = texture->nverts;
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
err = glGetError();
assert(err==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glBindVertexArray(0);