Fix implicit conversion errors on macOS
parent
4950d02bac
commit
e4386d3013
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@ -975,7 +975,7 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones)
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}
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// store the name of the bone
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pcOutBone->mName.length = (size_t)iMaxLen;
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pcOutBone->mName.length = (ai_uint32)iMaxLen;
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::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length);
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pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
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}
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@ -590,7 +590,7 @@ void SMDImporter::CreateOutputMaterials() {
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pScene->mMaterials[iMat] = pcMat;
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aiString szName;
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szName.length = (size_t)ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat);
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szName.length = (ai_uint32)ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat);
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pcMat->AddProperty(&szName,AI_MATKEY_NAME);
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if (aszTextures[iMat].length())
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@ -836,7 +836,7 @@ namespace glTF2 {
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throw DeadlyExportError("Failed to write scene data!");
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}
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uint32_t jsonChunkLength = (docBuffer.GetSize() + 3) & ~3; // Round up to next multiple of 4
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uint32_t jsonChunkLength = (uint32_t)((docBuffer.GetSize() + 3) & ~3); // Round up to next multiple of 4
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auto paddingLength = jsonChunkLength - docBuffer.GetSize();
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GLB_Chunk jsonChunk;
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@ -862,7 +862,7 @@ namespace glTF2 {
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int GLB_Chunk_count = 1;
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uint32_t binaryChunkLength = 0;
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if (bodyBuffer->byteLength > 0) {
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binaryChunkLength = (bodyBuffer->byteLength + 3) & ~3; // Round up to next multiple of 4
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binaryChunkLength = (uint32_t)((bodyBuffer->byteLength + 3) & ~3); // Round up to next multiple of 4
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auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength;
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++GLB_Chunk_count;
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@ -6092,8 +6092,8 @@ mz_zip_writer_compute_padding_needed_for_file_alignment(mz_zip_archive *pZip) {
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if (!pZip->m_file_offset_alignment)
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return 0;
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n = (mz_uint32)(pZip->m_archive_size & (pZip->m_file_offset_alignment - 1));
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return (pZip->m_file_offset_alignment - n) &
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(pZip->m_file_offset_alignment - 1);
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return (mz_uint)((pZip->m_file_offset_alignment - n) &
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(pZip->m_file_offset_alignment - 1));
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}
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static mz_bool mz_zip_writer_write_zeros(mz_zip_archive *pZip,
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