Add fallthrough comment to switch case

This allows gcc to identify intentional fallthroughs, which are part all
-Wall. Specifically -Werror=implicit-fallthrough
pull/4632/head
Engin Manap 2022-07-08 18:11:06 +02:00
parent 1c646057ce
commit a10abe0283
4 changed files with 5 additions and 2 deletions

View File

@ -262,7 +262,7 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material &oldMat,
unsigned int iWire = 1;
mat.AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
}
// fallthrough
case D3DS::Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud;
break;

View File

@ -1284,7 +1284,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) {
switch (chunk.Flag) {
case Discreet3DS::CHUNK_LINRGBF:
bGamma = true;
// fallthrough
case Discreet3DS::CHUNK_RGBF:
if (sizeof(float) * 3 > diff) {
*out = clrError;
@ -1297,6 +1297,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) {
case Discreet3DS::CHUNK_LINRGBB:
bGamma = true;
// fallthrough
case Discreet3DS::CHUNK_RGBB: {
if (sizeof(char) * 3 > diff) {
*out = clrError;

View File

@ -870,6 +870,7 @@ void ASEImporter::ConvertMaterial(ASE::Material &mat) {
unsigned int iWire = 1;
mat.pcInstance->AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
}
// fallthrough
case D3DS::Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud;
break;

View File

@ -1540,6 +1540,7 @@ void LWOImporter::LoadLWO2File() {
break;
}
// --- intentionally no break here
// fallthrough
case AI_LWO_VMAP: {
if (skip)
break;