fix many warnings
remove btMultiSapBroadphase.* make collisionFilterGroup/collisionFilterMark int (instead of short int)
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@@ -31,11 +31,11 @@ struct DepthShader : public IShader {
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DepthShader(Model* model, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Vec3f localScaling, float lightDistance)
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:m_model(model),
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m_lightModelView(lightModelView),
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m_projectionMat(projectionMat),
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m_modelMat(modelMat),
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m_localScaling(localScaling),
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m_lightDistance(lightDistance)
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m_projectionMat(projectionMat),
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m_localScaling(localScaling),
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m_lightModelView(lightModelView),
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m_lightDistance(lightDistance)
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{
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m_invModelMat = m_modelMat.invert_transpose();
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}
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@@ -92,19 +92,21 @@ struct Shader : public IShader {
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_light_color(light_color),
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m_ambient_coefficient(ambient_coefficient),
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m_diffuse_coefficient(diffuse_coefficient),
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m_specular_coefficient(specular_coefficient),
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m_modelView1(modelView),
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m_lightModelView(lightModelView),
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m_projectionMat(projectionMat),
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m_modelMat(modelMat),
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m_viewportMat(viewportMat),
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m_localScaling(localScaling),
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m_colorRGBA(colorRGBA),
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m_width(width),
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m_height(height),
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m_shadowBuffer(shadowBuffer)
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m_modelMat(modelMat),
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m_modelView1(modelView),
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m_projectionMat(projectionMat),
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m_localScaling(localScaling),
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m_lightModelView(lightModelView),
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m_colorRGBA(colorRGBA),
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m_viewportMat(viewportMat),
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m_ambient_coefficient(ambient_coefficient),
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m_diffuse_coefficient(diffuse_coefficient),
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m_specular_coefficient(specular_coefficient),
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m_shadowBuffer(shadowBuffer),
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m_width(width),
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m_height(height)
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{
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m_invModelMat = m_modelMat.invert_transpose();
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}
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@@ -157,11 +159,12 @@ struct Shader : public IShader {
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};
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>* shadowBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
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:
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m_model(0),
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m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_shadowBuffer(shadowBuffer),
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m_segmentationMaskBufferPtr(0),
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m_model(0),
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m_userData(0),
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m_userIndex(-1),
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m_objectIndex(-1)
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@@ -180,11 +183,11 @@ m_objectIndex(-1)
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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:m_rgbColorBuffer(rgbColorBuffer),
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:m_model(0),
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m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_shadowBuffer(shadowBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_model(0),
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m_userData(0),
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m_userIndex(-1),
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m_objectIndex(objectIndex)
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@@ -203,10 +206,10 @@ m_objectIndex(objectIndex)
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
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:m_model(0),
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m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_segmentationMaskBufferPtr(0),
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m_model(0),
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m_userData(0),
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m_userIndex(-1),
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m_objectIndex(-1)
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@@ -225,10 +228,10 @@ m_objectIndex(-1)
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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:m_rgbColorBuffer(rgbColorBuffer),
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:m_model(0),
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m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_model(0),
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m_userData(0),
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m_userIndex(-1),
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m_objectIndex(objectIndex)
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