Fixed warnings on MSVC caused by implicit conversions from double to float.
parent
3f0bb9c634
commit
3803a5181c
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@ -724,7 +724,7 @@ namespace {
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SetTextureProperties(r, prop, out);
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if (Value* scale = FindNumber(*prop, "scale")) {
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out.scale = scale->GetDouble();
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out.scale = static_cast<float>(scale->GetDouble());
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}
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}
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}
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@ -735,7 +735,7 @@ namespace {
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SetTextureProperties(r, prop, out);
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if (Value* strength = FindNumber(*prop, "strength")) {
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out.strength = strength->GetDouble();
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out.strength = static_cast<float>(strength->GetDouble());
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}
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}
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}
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@ -563,7 +563,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
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continue;
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}
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = jointNamesIndex;
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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jointsPerVertex[vertexId] += 1;
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@ -872,7 +872,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
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// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
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// Check if we have to cast type here. e.g. uint16_t()
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timeData[i] = nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond;
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timeData[i] = static_cast<float>(nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond);
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}
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Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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@ -953,7 +953,7 @@ void glTF2Exporter::ExportAnimations()
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Ref<Animation> animRef = mAsset->animations.Create(name);
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// Parameters
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ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, anim->mTicksPerSecond);
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ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, static_cast<float>(anim->mTicksPerSecond));
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for (unsigned int j = 0; j < 3; ++j) {
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std::string channelType;
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@ -473,7 +473,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
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continue;
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}
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = jointNamesIndex;
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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jointsPerVertex[vertexId] += 1;
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@ -872,7 +872,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
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// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
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// Check if we have to cast type here. e.g. uint16_t()
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timeData[i] = nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond;
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timeData[i] = static_cast<float>(nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond);
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}
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Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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@ -953,7 +953,7 @@ void glTFExporter::ExportAnimations()
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Ref<Animation> animRef = mAsset->animations.Create(name);
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/******************* Parameters ********************/
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ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, anim->mTicksPerSecond);
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ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, static_cast<float>(anim->mTicksPerSecond));
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for (unsigned int j = 0; j < 3; ++j) {
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std::string channelType;
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