Use C++ style casts
parent
e4386d3013
commit
53e5f19b14
|
@ -975,7 +975,7 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones)
|
|||
}
|
||||
|
||||
// store the name of the bone
|
||||
pcOutBone->mName.length = (ai_uint32)iMaxLen;
|
||||
pcOutBone->mName.length = static_cast<ai_uint32>(iMaxLen);
|
||||
::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length);
|
||||
pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
|
||||
}
|
||||
|
|
|
@ -590,7 +590,7 @@ void SMDImporter::CreateOutputMaterials() {
|
|||
pScene->mMaterials[iMat] = pcMat;
|
||||
|
||||
aiString szName;
|
||||
szName.length = (ai_uint32)ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat);
|
||||
szName.length = static_cast<ai_uint32>(ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat));
|
||||
pcMat->AddProperty(&szName,AI_MATKEY_NAME);
|
||||
|
||||
if (aszTextures[iMat].length())
|
||||
|
|
|
@ -836,7 +836,7 @@ namespace glTF2 {
|
|||
throw DeadlyExportError("Failed to write scene data!");
|
||||
}
|
||||
|
||||
uint32_t jsonChunkLength = (uint32_t)((docBuffer.GetSize() + 3) & ~3); // Round up to next multiple of 4
|
||||
uint32_t jsonChunkLength = static_cast<uint32_t>((docBuffer.GetSize() + 3) & ~3); // Round up to next multiple of 4
|
||||
auto paddingLength = jsonChunkLength - docBuffer.GetSize();
|
||||
|
||||
GLB_Chunk jsonChunk;
|
||||
|
@ -862,7 +862,7 @@ namespace glTF2 {
|
|||
int GLB_Chunk_count = 1;
|
||||
uint32_t binaryChunkLength = 0;
|
||||
if (bodyBuffer->byteLength > 0) {
|
||||
binaryChunkLength = (uint32_t)((bodyBuffer->byteLength + 3) & ~3); // Round up to next multiple of 4
|
||||
binaryChunkLength = static_cast<uint32_t>((bodyBuffer->byteLength + 3) & ~3); // Round up to next multiple of 4
|
||||
|
||||
auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength;
|
||||
++GLB_Chunk_count;
|
||||
|
|
Loading…
Reference in New Issue