Fix compiler warnings.
parent
152cddedd3
commit
0dc2e9197a
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@ -708,7 +708,7 @@ void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
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unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
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int res = uncompress( uncompressedData, &uncompressedSize, compressedData, len );
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int res = uncompress( uncompressedData, &uncompressedSize, compressedData, (uLong) len );
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if(res != Z_OK)
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{
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delete [] uncompressedData;
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@ -964,7 +964,7 @@ namespace Assimp {
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{
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if (indices[i] < 0) epcount++;
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}
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unsigned int pcount = indices.size();
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unsigned int pcount = static_cast<unsigned int>( indices.size() );
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unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
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aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
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@ -486,7 +486,7 @@ void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIO
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if (bLoadAnimationList) {
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GetAnimationFileList(pFile, pIOHandler, animFileList);
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}
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int animCount = animFileList.size() + 1;
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int animCount = static_cast<int>( animFileList.size() + 1u );
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pScene->mNumAnimations = 1;
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pScene->mAnimations = new aiAnimation*[animCount];
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memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
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@ -510,7 +510,7 @@ void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
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anim->mName.Set(name.c_str());
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}
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anim->mDuration = dLengthOfAnim;
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anim->mNumChannels = asBones.size();
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anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
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anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
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aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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@ -152,10 +152,10 @@ TEST_F(utSTLImporterExporter, test_export_pointclouds) {
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auto pMesh = scene.mMeshes[0];
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long numValidPoints = points.size();
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size_t numValidPoints = points.size();
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pMesh->mVertices = new aiVector3D[numValidPoints];
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pMesh->mNumVertices = numValidPoints;
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pMesh->mNumVertices = static_cast<unsigned int>( numValidPoints );
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int i = 0;
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for (XYZ &p : points) {
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@ -90,7 +90,7 @@ void SceneAnimator::SetAnimIndex( size_t pAnimIndex) {
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delete mAnimEvaluator; mAnimEvaluator = nullptr;
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mNodesByName.clear();
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mCurrentAnimIndex = pAnimIndex;
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mCurrentAnimIndex = static_cast<int>( pAnimIndex );
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// create the internal node tree. Do this even in case of invalid animation index
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// so that the transformation matrices are properly set up to mimic the current scene
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