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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 22:50:45 +00:00
Fixed most annoying compiler warnings on Linux
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parent
f1139f7a33
commit
1d62816a77
3 changed files with 10 additions and 10 deletions
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@ -66,9 +66,9 @@ void D_PageDrawer (void);
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void D_AdvanceDemo (void);
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void D_StartTitle (void);
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#define R_OK 0x01
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#define X_OK 0x02
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#define W_OK 0x04
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//#define R_OK 0x01
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//#define X_OK 0x02
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//#define W_OK 0x04
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int access(char* name, int val);
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@ -233,17 +233,17 @@ typedef enum
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STENCIL_OP_DECRWRAP
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} stencilOperation_t;
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typedef struct
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struct stencilStage_t
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{
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// The value to be compared against (if Comp is anything else than always) and/or the value to be written to the buffer
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// (if either Pass, Fail or ZFail is set to replace).
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byte ref = 0;
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// An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer
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// An 8 bit mask as an 0<EFBFBD>255 integer, used when comparing the reference value with the contents of the buffer
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// (referenceValue & readMask) comparisonFunction (stencilBufferValue & readMask).
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byte readMask = 255;
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// An 8 bit mask as an 0–255 integer, used when writing to the buffer.Note that, like other write masks,
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// An 8 bit mask as an 0<EFBFBD>255 integer, used when writing to the buffer.Note that, like other write masks,
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// it specifies which bits of stencil buffer will be affected by write
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// (i.e.WriteMask 0 means that no bits are affected and not that 0 will be written).
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byte writeMask = 255;
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@ -259,7 +259,7 @@ typedef struct
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// What to do with the contents of the buffer if the stencil test passes, but the depth test fails.
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stencilOperation_t zFail = STENCIL_OP_KEEP;
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} stencilStage_t;
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};
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// SP End
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@ -609,7 +609,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" *\n"
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" * The shader has three passes, chained together as follows:\n"
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" *\n"
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" * |input|------------------·\n"
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" * |input|------------------\n"
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" * v |\n"
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" * [ SMAA*EdgeDetection ] |\n"
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" * v |\n"
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@ -619,7 +619,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" * v |\n"
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" * |blendTex| |\n"
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" * v |\n"
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" * [ SMAANeighborhoodBlending ] <------·\n"
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" * [ SMAANeighborhoodBlending ] <------\n"
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" * v\n"
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" * |output|\n"
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" *\n"
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@ -2072,7 +2072,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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"}\n"
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"\n"
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"// Fresnel term F( v, h )\n"
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"// Fnone( v, h ) = F(0°) = specularColor\n"
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"// Fnone( v, h ) = F(0) = specularColor\n"
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"half3 Fresnel_Schlick( half3 specularColor, half vDotN )\n"
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"{\n"
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" return specularColor + ( 1.0 - specularColor ) * pow( 1.0 - vDotN, 5.0 );\n"
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