- fixed some warnings.

This commit is contained in:
Christoph Oelckers 2022-10-20 22:22:30 +02:00
parent 7abe718abb
commit 07f08de474

View file

@ -5,7 +5,6 @@
#include "texturemanager.h"
#include "modelrenderer.h"
#include "engineerrors.h"
#include "r_utility.h"
IQMModel::IQMModel()
{
@ -502,7 +501,7 @@ void IQMModel::RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int fra
renderer->SetupFrame(this, 0, 0, NumVertices, boneData, boneStartPosition);
FGameTexture* lastSkin = nullptr;
for (int i = 0; i < Meshes.Size(); i++)
for (unsigned i = 0; i < Meshes.Size(); i++)
{
FGameTexture* meshSkin = skin;
@ -556,7 +555,7 @@ void IQMModel::BuildVertexBuffer(FModelRenderer* renderer)
void IQMModel::AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids)
{
for (int i = 0; i < Meshes.Size(); i++)
for (unsigned i = 0; i < Meshes.Size(); i++)
{
if (surfaceskinids && surfaceskinids[i].isValid())
hitlist[surfaceskinids[i].GetIndex()] |= FTextureManager::HIT_Flat;
@ -590,9 +589,9 @@ const TArray<VSMatrix> IQMModel::CalculateBones(int frame1, int frame2, double i
// Interpolate bone between the two frames
float bone[16];
for (int i = 0; i < 16; i++)
for (int j = 0; j < 16; j++)
{
bone[i] = from[i] * invt + to[i] * t;
bone[j] = from[j] * invt + to[j] * t;
}
// Apply parent bone