Fix warnings in testbed application
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235b1db90c
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21bb8bc625
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@ -47,7 +47,7 @@ ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position,
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mScalingMatrix = openglframework::Matrix4::identity();
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// For each subpart of the mesh
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for (int i=0; i<getNbParts(); i++) {
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for (uint i=0; i<getNbParts(); i++) {
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// Vertex and Indices array for the triangle mesh (data in shared and not copied)
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rp3d::TriangleVertexArray* vertexArray =
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@ -104,7 +104,7 @@ ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position, float mass,
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mScalingMatrix = openglframework::Matrix4::identity();
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// For each subpart of the mesh
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for (int i=0; i<getNbParts(); i++) {
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for (uint i=0; i<getNbParts(); i++) {
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// Vertex and Indices array for the triangle mesh (data in shared and not copied)
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rp3d::TriangleVertexArray* vertexArray =
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@ -146,7 +146,7 @@ ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position, float mass,
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ConcaveMesh::~ConcaveMesh() {
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// Destroy the triangle mesh data for the physics engine
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for (int i=0; i<mPhysicsTriangleMesh.getNbSubparts(); i++) {
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for (uint i=0; i<mPhysicsTriangleMesh.getNbSubparts(); i++) {
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delete mPhysicsTriangleMesh.getSubpart(i);
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}
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@ -53,10 +53,4 @@ void Light::init() {
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// Enable the light
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enable();
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// Set the diffuse and specular color
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GLfloat diffuseColor[] = {mDiffuseColor.r, mDiffuseColor.g, mDiffuseColor.b, mDiffuseColor.a};
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GLfloat specularColor[] = {mSpecularColor.r,mSpecularColor.g,mSpecularColor.b,mSpecularColor.a};
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//glLightfv(mLightID, GL_DIFFUSE, diffuseColor);
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//glLightfv(mLightID, GL_SPECULAR, specularColor);
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}
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@ -55,7 +55,6 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name)
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// ---------- Create the cube ----------- //
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// Position
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rp3d::decimal radius = 2.0;
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openglframework::Vector3 spherePos(15, 10, 0);
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// Create a sphere and a corresponding rigid in the dynamics world
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@ -44,9 +44,6 @@ JointsScene::JointsScene(const std::string& name)
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// Gravity vector in the dynamics world
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rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
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// Time step for the physics simulation
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rp3d::decimal timeStep = 1.0f / 60.0f;
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// Create the dynamics world for the physics simulation
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mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
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@ -124,7 +124,7 @@ void Gui::createSimulationPanel() {
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// Scenes
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std::vector<Scene*> scenes = mApp->getScenes();
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std::vector<std::string> scenesNames;
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for (int i=0; i<scenes.size(); i++) {
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for (uint i=0; i<scenes.size(); i++) {
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scenesNames.push_back(scenes[i]->getName().c_str());
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}
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Label* labelScenes = new Label(mSimulationPanel, "Scene","sans-bold");
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@ -50,8 +50,8 @@ const float TestbedApplication::SCROLL_SENSITIVITY = 0.02f;
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// Constructor
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TestbedApplication::TestbedApplication(bool isFullscreen)
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: Screen(Vector2i(1280, 760), "Testbed ReactPhysics3D", true, isFullscreen),
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mIsInitialized(false), mFPS(0), mNbFrames(0), mPreviousTime(0),
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mLastTimeComputedFPS(0), mFrameTime(0), mPhysicsTime(0), mGui(this) {
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mIsInitialized(false), mGui(this), mFPS(0), mNbFrames(0), mPreviousTime(0),
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mLastTimeComputedFPS(0), mFrameTime(0), mPhysicsTime(0) {
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mCurrentScene = NULL;
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mIsMultisamplingActive = true;
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@ -128,7 +128,7 @@ void TestbedApplication::createScenes() {
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// Remove all the scenes
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void TestbedApplication::destroyScenes() {
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for (int i=0; i<mScenes.size(); i++) {
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for (uint i=0; i<mScenes.size(); i++) {
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delete mScenes[i];
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}
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