Littles fixes
-Light Manager: I prefer iterators -OpenGL: The UV problem is solved, but you forget to change the cubemaps -Texture: GetSize() could return a int instead a NzVector2ui -Algorithm: Simplification -Utility: Couldn't compile Former-commit-id: db890711b451d03427871fb997549a1b13c7d80a
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@ -37,10 +37,10 @@ unsigned int NzLightManager::ComputeClosestLights(const NzVector3f& position, fl
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light.score = std::numeric_limits<unsigned int>::max(); // Nous jouons au Golf
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light.score = std::numeric_limits<unsigned int>::max(); // Nous jouons au Golf
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}
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}
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for (unsigned int i = 0; i < m_lights.size(); ++i)
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for (auto it = m_lights.begin(); it != m_lights.end(); ++it)
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{
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{
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const NzLight** lights = m_lights[i].first;
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const NzLight** lights = it->first;
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unsigned int lightCount = m_lights[i].second;
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unsigned int lightCount = it->second;
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for (unsigned int j = 0; j < lightCount; ++j)
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for (unsigned int j = 0; j < lightCount; ++j)
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{
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{
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@ -1941,8 +1941,8 @@ GLenum NzOpenGL::CubemapFace[] =
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{
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // nzCubemapFace_PositiveX
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // nzCubemapFace_PositiveX
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // nzCubemapFace_NegativeX
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // nzCubemapFace_NegativeX
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // nzCubemapFace_PositiveY (Inversion pour les standards OpenGL)
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // nzCubemapFace_PositiveY
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // nzCubemapFace_NegativeY (Inversion pour les standards OpenGL)
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // nzCubemapFace_NegativeY
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // nzCubemapFace_PositiveZ
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // nzCubemapFace_PositiveZ
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z // nzCubemapFace_NegativeZ
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z // nzCubemapFace_NegativeZ
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};
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};
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@ -468,7 +468,7 @@ NzVector2ui NzTexture::GetSize() const
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if (!m_impl)
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if (!m_impl)
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{
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{
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NazaraError("Texture must be valid");
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NazaraError("Texture must be valid");
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return 0;
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return NzVector2ui(0, 0);
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}
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}
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#endif
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#endif
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@ -189,11 +189,9 @@ namespace
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void MoveTriangleToEnd(int tri)
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void MoveTriangleToEnd(int tri)
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{
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{
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auto it = std::find(tri_indices.begin(), tri_indices.end(), tri);
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auto it = std::find(tri_indices.begin(), tri_indices.end(), tri);
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int t_ind = (it != tri_indices.end()) ? std::distance(tri_indices.begin(), it) : -1;
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NazaraAssert(it != tri_indices.end(), "Triangle not found");
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NazaraAssert(t_ind >= 0, "Triangle not found");
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tri_indices.erase(it);
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tri_indices.erase(tri_indices.begin() + t_ind, tri_indices.begin() + t_ind + 1);
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tri_indices.push_back(tri);
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tri_indices.push_back(tri);
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}
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}
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};
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};
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@ -146,7 +146,7 @@ unsigned int NzUtility::ComponentCount[nzComponentType_Max+1] =
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static_assert(nzComponentType_Max+1 == 14, "Component count array is incomplete");
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static_assert(nzComponentType_Max+1 == 14, "Component count array is incomplete");
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unsigned int NzUtility::ComponentStride[nzComponentType_Max+1] =
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std::size_t NzUtility::ComponentStride[nzComponentType_Max+1] =
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{
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{
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4*sizeof(nzUInt8), // nzComponentType_Color
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4*sizeof(nzUInt8), // nzComponentType_Color
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1*sizeof(double), // nzComponentType_Double1
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1*sizeof(double), // nzComponentType_Double1
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