Replace useless reinterpret_cast by static_cast

Former-commit-id: f61d644d968d4fe9523a5cd122e11525a9c2765d
This commit is contained in:
Lynix
2016-04-07 04:20:18 +02:00
parent 9efed23cbc
commit a31a969409
17 changed files with 42 additions and 42 deletions

View File

@@ -115,7 +115,7 @@ namespace Nz
stream.Read(&triangles[0], header.num_tris*sizeof(MD2_Triangle));
BufferMapper<IndexBuffer> indexMapper(indexBuffer, BufferAccess_DiscardAndWrite);
UInt16* index = reinterpret_cast<UInt16*>(indexMapper.GetPointer());
UInt16* index = static_cast<UInt16*>(indexMapper.GetPointer());
for (unsigned int i = 0; i < header.num_tris; ++i)
{
@@ -190,7 +190,7 @@ namespace Nz
translate *= s;
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
MeshVertex* vertex = reinterpret_cast<MeshVertex*>(vertexMapper.GetPointer());
MeshVertex* vertex = static_cast<MeshVertex*>(vertexMapper.GetPointer());
/// Chargement des coordonnées de texture
const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre