- Backend update from Raze.
This is mainly code cleanup from setting the compiler to a stricter warning level.
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6aea7694bc
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102 changed files with 493 additions and 590 deletions
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@ -6,7 +6,7 @@
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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@ -217,10 +217,10 @@ void FDMDModel::LoadGeometry()
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memcpy(lods[i].triangles, buffer + lodInfo[i].offsetTriangles, lodInfo[i].numTriangles * sizeof(FTriangle));
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for (int j = 0; j < lodInfo[i].numTriangles; j++)
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{
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for (int k = 0; k < 3; k++)
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for (int kk = 0; kk < 3; kk++)
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{
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lods[i].triangles[j].textureIndices[k] = LittleShort(lods[i].triangles[j].textureIndices[k]);
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lods[i].triangles[j].vertexIndices[k] = LittleShort(lods[i].triangles[j].vertexIndices[k]);
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lods[i].triangles[j].textureIndices[kk] = LittleShort(lods[i].triangles[j].textureIndices[kk]);
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lods[i].triangles[j].vertexIndices[kk] = LittleShort(lods[i].triangles[j].vertexIndices[kk]);
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}
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}
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}
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@ -306,7 +306,7 @@ void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
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FTriangle *tri = lods[0].triangles;
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for (int i = 0; i < lodInfo[0].numTriangles; i++)
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for (int ii = 0; ii < lodInfo[0].numTriangles; ii++)
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{
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for (int j = 0; j < 3; j++)
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{
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@ -541,10 +541,10 @@ void FMD2Model::LoadGeometry()
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memcpy(lods[0].triangles, buffer + lodInfo[0].offsetTriangles, sizeof(FTriangle) * cnt);
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for (int j = 0; j < cnt; j++)
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{
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for (int k = 0; k < 3; k++)
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for (int kk = 0; kk < 3; kk++)
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{
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lods[0].triangles[j].textureIndices[k] = LittleShort(lods[0].triangles[j].textureIndices[k]);
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lods[0].triangles[j].vertexIndices[k] = LittleShort(lods[0].triangles[j].vertexIndices[k]);
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lods[0].triangles[j].textureIndices[kk] = LittleShort(lods[0].triangles[j].textureIndices[kk]);
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lods[0].triangles[j].vertexIndices[kk] = LittleShort(lods[0].triangles[j].vertexIndices[kk]);
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}
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}
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}
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