mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
Fixed signed/unsigned mismatch in comparisons
No more 'comparison of integers of different signs' warnings reported by GCC/Clang
This commit is contained in:
parent
e0540c6b37
commit
9ed2da176e
12 changed files with 22 additions and 22 deletions
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@ -302,9 +302,9 @@ static void PrepareSectorData()
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static void PrepareTransparentDoors(sector_t * sector)
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{
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bool solidwall=false;
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int notextures=0;
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int nobtextures=0;
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int selfref=0;
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unsigned int notextures=0;
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unsigned int nobtextures=0;
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unsigned int selfref=0;
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sector_t * nextsec=NULL;
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#ifdef _DEBUG
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@ -125,7 +125,7 @@ int gl_CheckSpriteGlow(sector_t *sector, int lightlevel, const DVector3 &pos)
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}
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}
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}
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else if (c != -1)
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else if (uint32(-1) != c)
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{
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bottomglowcolor[0] = c.r / 255.f;
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bottomglowcolor[1] = c.g / 255.f;
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@ -171,7 +171,7 @@ bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolo
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}
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}
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}
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else if (c != -1)
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else if (uint32(-1) != c)
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{
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topglowcolor[0] = c.r / 255.f;
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topglowcolor[1] = c.g / 255.f;
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@ -195,7 +195,7 @@ bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolo
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}
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}
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}
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else if (c != -1)
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else if (uint32(-1) != c)
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{
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bottomglowcolor[0] = c.r / 255.f;
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bottomglowcolor[1] = c.g / 255.f;
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@ -214,4 +214,4 @@ CCMD(setglow)
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auto s = players[0].mo->Sector;
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s->planes[sector_t::floor].GlowHeight = 128;
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s->planes[sector_t::floor].GlowColor = 0xff0000;
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}
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}
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@ -5,7 +5,7 @@
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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extern DWORD gl_fixedcolormap;
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extern int gl_fixedcolormap;
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struct lightlist_t;
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@ -35,7 +35,7 @@ inline bool gl_isWhite(PalEntry color)
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return color.r + color.g + color.b == 3*0xff;
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}
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extern DWORD gl_fixedcolormap;
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extern int gl_fixedcolormap;
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inline bool gl_isFullbright(PalEntry color, int lightlevel)
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{
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@ -61,4 +61,4 @@ inline void FColormap::CopyFrom3DLight(lightlist_t *light)
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#endif
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#endif
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@ -323,7 +323,7 @@ void FGLRenderer::UpdateCameraExposure()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Find the average value:
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for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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for (unsigned int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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{
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const auto &level = mBuffers->ExposureLevels[i];
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const auto &next = mBuffers->ExposureLevels[i + 1];
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@ -448,7 +448,7 @@ void FGLRenderBuffers::CreateExposureLevels(int width, int height)
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void FGLRenderBuffers::CreateEyeBuffers(int eye)
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{
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if (mEyeFBs.Size() > eye)
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if (mEyeFBs.Size() > unsigned(eye))
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return;
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GLint activeTex, textureBinding, frameBufferBinding;
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@ -457,7 +457,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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while (mEyeFBs.Size() <= eye)
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while (mEyeFBs.Size() <= unsigned(eye))
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{
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GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
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mEyeTextures.Push(texture);
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@ -88,7 +88,7 @@ extern int viewpitch;
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extern bool NoInterpolateView;
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extern bool r_showviewer;
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DWORD gl_fixedcolormap;
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int gl_fixedcolormap;
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area_t in_area;
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TArray<BYTE> currentmapsection;
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int camtexcount;
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@ -1245,7 +1245,7 @@ void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
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{
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TArray<F3DFloor *> & frontffloors = frontsector->e->XFloor.ffloors;
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int flags = ffloor->flags & (FF_SWIMMABLE | FF_TRANSLUCENT);
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const unsigned int flags = ffloor->flags & (FF_SWIMMABLE | FF_TRANSLUCENT);
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for (unsigned int i = 0; i < frontffloors.Size(); i++)
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{
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@ -143,7 +143,7 @@ void FGLDebug::SetupBreakpointMode()
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void FGLDebug::UpdateLoggingLevel()
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{
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int level = gl_debug_level;
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const GLenum level = gl_debug_level;
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if (level != mCurrentLevel)
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{
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, level > 0);
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@ -285,7 +285,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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if (translation <= 0) translation = -translation;
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else
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{
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alphatrans = (gl.legacyMode && translation == TRANSLATION(TRANSLATION_Standard, 8));
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alphatrans = (gl.legacyMode && DWORD(translation) == TRANSLATION(TRANSLATION_Standard, 8));
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translation = GLTranslationPalette::GetInternalTranslation(translation);
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}
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@ -3088,7 +3088,7 @@ line_t** linebuffer;
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static void P_GroupLines (bool buildmap)
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{
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cycle_t times[16];
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int* linesDoneInEachSector;
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unsigned int* linesDoneInEachSector;
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int i;
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int total;
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line_t* li;
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@ -3156,7 +3156,7 @@ static void P_GroupLines (bool buildmap)
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times[3].Clock();
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linebuffer = new line_t *[total];
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line_t **lineb_p = linebuffer;
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linesDoneInEachSector = new int[numsectors];
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linesDoneInEachSector = new unsigned int[numsectors];
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memset (linesDoneInEachSector, 0, sizeof(int)*numsectors);
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for (sector = sectors, i = 0; i < numsectors; i++, sector++)
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@ -1695,7 +1695,7 @@ public:
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sec->ceilingplane.set(n.X, n.Y, n.Z, cp[3]);
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}
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if (lightcolor == -1 && fadecolor == -1 && desaturation == -1 && fogdensity == -1)
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if (lightcolor == uint32(-1) && fadecolor == uint32(-1) && desaturation == -1 && fogdensity == -1)
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{
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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@ -1714,8 +1714,8 @@ public:
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}
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else
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{
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if (lightcolor == -1) lightcolor = PalEntry(255,255,255);
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if (fadecolor == -1)
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if (uint32(-1) == lightcolor) lightcolor = PalEntry(255,255,255);
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if (uint32(-1) == fadecolor)
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{
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if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special & 0xff) == Sector_Outside))
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fadecolor = level.outsidefog;
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