Fix ShaderNode compilation

This commit is contained in:
SirLynix
2023-05-14 18:51:46 +02:00
parent 383e905b3f
commit f1cd5ad048
12 changed files with 17 additions and 17 deletions

View File

@@ -95,7 +95,7 @@ int main()
Nz::ElementRendererRegistry elementRegistry;
Nz::ForwardFramePipeline framePipeline(elementRegistry);
std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0);
[[maybe_unused]] std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0);
std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance);
std::size_t worldInstanceIndex2 = framePipeline.RegisterWorldInstance(modelInstance2);
framePipeline.RegisterRenderable(worldInstanceIndex1, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox);

View File

@@ -106,8 +106,8 @@ SCENARIO("ParameterList", "[CORE][PARAMETERLIST]")
THEN("Conversion from bool to int should also work if strict mode is disabled")
{
CHECK(parameterList.GetIntegerParameter("trueInt", false).GetValue() == trueInt);
CHECK(parameterList.GetIntegerParameter("falseInt", false).GetValue() == falseInt);
CHECK(parameterList.GetIntegerParameter("trueInt", false).GetValue() == +trueInt);
CHECK(parameterList.GetIntegerParameter("falseInt", false).GetValue() == +falseInt);
}
THEN("Conversion from double to int should also work if strict mode is disabled")