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https://github.com/glest/glest-source.git
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- cleaned up a whole pile of compiler warnings
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@@ -74,7 +74,7 @@ ParticleSystem::~ParticleSystem(){
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//updates all living particles and creates new ones
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void ParticleSystem::update() {
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if(aliveParticleCount > particles.size()) {
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if(aliveParticleCount > (int)particles.size()) {
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throw runtime_error("aliveParticleCount >= particles.size()");
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}
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@@ -96,7 +96,7 @@ void ParticleSystem::update() {
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if(state != ParticleSystem::sFade){
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emissionState=emissionState+emissionRate;
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int emissionIntValue=emissionState;
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int emissionIntValue=(int)emissionState;
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for(int i = 0; i < emissionIntValue; i++){
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Particle *p = createParticle();
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initParticle(p, i);
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@@ -931,7 +931,7 @@ ParticleManager::~ParticleManager(){
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}
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void ParticleManager::render(ParticleRenderer *pr, ModelRenderer *mr) const{
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for (int i = 0; i < particleSystems.size(); i++) {
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for (unsigned int i = 0; i < particleSystems.size(); i++) {
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ParticleSystem *ps = particleSystems[i];
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if(ps != NULL && ps->getVisible()) {
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ps->render(pr, mr);
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@@ -943,11 +943,11 @@ void ParticleManager::update(int renderFps) {
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Chrono chrono;
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chrono.start();
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int particleSystemCount = particleSystems.size();
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size_t particleSystemCount = particleSystems.size();
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int currentParticleCount = 0;
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vector<ParticleSystem *> cleanupParticleSystemsList;
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for (int i = 0; i < particleSystems.size(); i++) {
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for (unsigned int i = 0; i < particleSystems.size(); i++) {
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ParticleSystem *ps = particleSystems[i];
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if(ps != NULL) {
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currentParticleCount += ps->getAliveParticleCount();
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@@ -980,7 +980,7 @@ bool ParticleManager::validateParticleSystemStillExists(ParticleSystem * particl
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int ParticleManager::findParticleSystems(ParticleSystem *psFind, const vector<ParticleSystem *> &particleSystems) const {
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int result = -1;
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for (int i = 0; i < particleSystems.size(); i++) {
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for (unsigned int i = 0; i < particleSystems.size(); i++) {
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ParticleSystem *ps = particleSystems[i];
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if(ps != NULL && psFind != NULL && psFind == ps) {
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result = i;
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@@ -1001,7 +1001,7 @@ void ParticleManager::cleanupParticleSystems(ParticleSystem *ps) {
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void ParticleManager::cleanupParticleSystems(vector<ParticleSystem *> &particleSystems) {
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for (int i = 0; i < particleSystems.size(); i++) {
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for (unsigned int i = 0; i < particleSystems.size(); i++) {
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ParticleSystem *ps = particleSystems[i];
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cleanupParticleSystems(ps);
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}
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@@ -1012,7 +1012,7 @@ void ParticleManager::cleanupParticleSystems(vector<ParticleSystem *> &particleS
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void ParticleManager::cleanupUnitParticleSystems(vector<UnitParticleSystem *> &particleSystems) {
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for (int i = 0; i < particleSystems.size(); i++) {
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for (unsigned int i = 0; i < particleSystems.size(); i++) {
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ParticleSystem *ps = particleSystems[i];
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cleanupParticleSystems(ps);
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}
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