Warning fixes.

This commit is contained in:
Tleety
2016-02-08 16:02:23 +01:00
parent 0a43f8104e
commit f3aba6748b
12 changed files with 30 additions and 30 deletions
@@ -19,7 +19,7 @@ struct DirectionalLightJob : RenderJob
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
Intensity = (float)directionalLightComponent["Intensity"];
};
glm::vec4 Direction;
@@ -23,7 +23,7 @@ struct ExplosionEffectJob : ModelJob
ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
Randomness = (bool)explosionEffectComponent["Randomness"];
RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
RandomnessScalar = (float)((double)explosionEffectComponent["RandomnessScalar"]);
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
+1 -1
View File
@@ -62,7 +62,7 @@ struct ModelJob : RenderJob
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
auto animationComponent = world->GetComponent(Entity, "Animation");
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
AnimationTime = (double)animationComponent["Time"];
AnimationTime = (float)((double)animationComponent["Time"]);
}
};
+3 -3
View File
@@ -18,9 +18,9 @@ struct PointLightJob : RenderJob
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
Color = (glm::vec4)pointLightComponent["Color"];
Radius = (double)pointLightComponent["Radius"];
Intensity = (double)pointLightComponent["Intensity"];
Falloff = (double)pointLightComponent["Falloff"];
Radius = (float)((double)pointLightComponent["Radius"]);
Intensity = (float)pointLightComponent["Intensity"];
Falloff = (float)pointLightComponent["Falloff"];
};
glm::vec4 Position;
@@ -11,7 +11,7 @@ struct std::hash<glm::ivec2>
{
inline std::size_t operator()(const glm::ivec2 &v) const
{
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
return boost::hash<int>()(v.x) ^ boost::hash<int>()(v.y);
}
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const