Use current type for BT_CLOSED enum

doesn't really make a difference code-wise, but removes one compiler warning.
This commit is contained in:
Daniel Gibson 2012-10-17 22:13:15 +02:00
parent 01545faf94
commit d1527301b0

View file

@ -159,7 +159,7 @@ void idSurface_SweptSpline::Tessellate( const int splineSubdivisions, const int
// calculate the points and first derivatives for the swept spline // calculate the points and first derivatives for the swept spline
totalTime = sweptSpline->GetTime( sweptSpline->GetNumValues() - 1 ) - sweptSpline->GetTime( 0 ) + sweptSpline->GetCloseTime(); totalTime = sweptSpline->GetTime( sweptSpline->GetNumValues() - 1 ) - sweptSpline->GetTime( 0 ) + sweptSpline->GetCloseTime();
sweptSplineDiv = sweptSpline->GetBoundaryType() == idCurve_Spline<idVec3>::BT_CLOSED ? sweptSplineSubdivisions : sweptSplineSubdivisions - 1; sweptSplineDiv = sweptSpline->GetBoundaryType() == idCurve_Spline<idVec4>::BT_CLOSED ? sweptSplineSubdivisions : sweptSplineSubdivisions - 1;
baseOffset = (splineSubdivisions-1) * sweptSplineSubdivisions; baseOffset = (splineSubdivisions-1) * sweptSplineSubdivisions;
for ( i = 0; i < sweptSplineSubdivisions; i++ ) { for ( i = 0; i < sweptSplineSubdivisions; i++ ) {
t = totalTime * i / sweptSplineDiv; t = totalTime * i / sweptSplineDiv;
@ -172,7 +172,7 @@ void idSurface_SweptSpline::Tessellate( const int splineSubdivisions, const int
// sweep the spline // sweep the spline
totalTime = spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) + spline->GetCloseTime(); totalTime = spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) + spline->GetCloseTime();
splineDiv = spline->GetBoundaryType() == idCurve_Spline<idVec3>::BT_CLOSED ? splineSubdivisions : splineSubdivisions - 1; splineDiv = spline->GetBoundaryType() == idCurve_Spline<idVec4>::BT_CLOSED ? splineSubdivisions : splineSubdivisions - 1;
splineMat.Identity(); splineMat.Identity();
for ( i = 0; i < splineSubdivisions; i++ ) { for ( i = 0; i < splineSubdivisions; i++ ) {
t = totalTime * i / splineDiv; t = totalTime * i / splineDiv;