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ACGL
acgl
Commits
7d19183e
Commit
7d19183e
authored
Feb 02, 2012
by
Robert Menzel
Browse files
removed warnings
parent
b4d35075
Changes
4
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Inline
Side-by-side
include/ACGL/OpenGL/Objects/LocationMappings.hh
View file @
7d19183e
...
...
@@ -73,7 +73,7 @@ public:
// ==================================================================================================== \/
public:
//! Tells whether a mapping for a given name exists
inline
bool
exists
(
const
std
::
string
&
_name
)
const
{
mMappings
.
find
(
_name
)
!=
mMappings
.
end
();
}
inline
bool
exists
(
const
std
::
string
&
_name
)
const
{
return
(
mMappings
.
find
(
_name
)
!=
mMappings
.
end
()
)
;
}
// =================================================================================================== \/
// ============================================================================================ FIELDS \/
...
...
include/ACGL/OpenGL/Objects/Query.hh
View file @
7d19183e
...
...
@@ -132,7 +132,7 @@ public:
TimerQuery
()
:
AsynchronousQuery
(
GL_TIME_ELAPSED
)
{}
//! Mark the moment in the pipeline of which the time should get queried.
GLint
saveTimestamp
(
void
)
{
void
saveTimestamp
(
void
)
{
glQueryCounter
(
mObjectName
,
GL_TIMESTAMP
);
}
...
...
src/ACGL/OpenGL/Controller/VertexBufferObjectControlFileOBJ.cc
View file @
7d19183e
...
...
@@ -43,7 +43,7 @@ SharedVertexBufferObject VertexBufferObjectControlFileOBJ::create(void)
// if(loadOBJ(vertexBuffer))
// return vertexBuffer;
//
return SharedVertexBufferObject();
return
SharedVertexBufferObject
();
}
bool
VertexBufferObjectControlFileOBJ
::
update
(
SharedVertexBufferObject
&
_vertexBuffer
)
...
...
@@ -331,5 +331,5 @@ bool VertexBufferObjectControlFileOBJ::loadOBJ(SharedVertexBufferObject& _vertex
// }
// error() << "Failed to open file: " << getFullFilePath() << std::endl;
//
return false;
return
false
;
}
src/ACGL/OpenGL/Objects/ShaderProgram.cc
View file @
7d19183e
...
...
@@ -97,8 +97,8 @@ void ShaderProgram::setFragmentDataLocationsByFBO(ConstSharedFrameBufferObject _
{
// find out whether a fragment data location with a matching name exists in this shader
GLint
fragmentDataLocation
=
getFragmentDataLocation
(
fboAttachments
[
i
].
name
);
if
(
fragmentDataLocation
!=
-
1
// fragment data location with that name exists?
&&
fragmentDataLocation
!=
i
)
// fragment data location with that name not already bound correctly?
if
(
fragmentDataLocation
!=
-
1
// fragment data location with that name exists?
&&
fragmentDataLocation
!=
(
GLint
)
i
)
// fragment data location with that name not already bound correctly?
{
bindFragmentDataLocation
(
fboAttachments
[
i
].
name
,
i
);
...
...
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