Fix warnings generated by Visual Studio 2019 in new model loading code. (#1600)
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
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4604271c6a
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12
src/models.c
12
src/models.c
@ -3723,7 +3723,7 @@ static Model LoadGLTF(const char *fileName)
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model.materialCount = (int)data->materials_count + 1;
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model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
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model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
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model.boneCount = data->nodes_count;
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model.boneCount = (int)data->nodes_count;
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model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
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model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
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@ -3733,7 +3733,7 @@ static Model LoadGLTF(const char *fileName)
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for (unsigned int j = 0; j < data->nodes_count; j++)
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{
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strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
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model.bones[j].parent = (j != 0 && data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : 0;
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model.bones[j].parent = (int)((j != 0 && data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : 0);
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}
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for (unsigned int i = 0; i < data->nodes_count; i++)
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@ -3875,7 +3875,7 @@ static Model LoadGLTF(const char *fileName)
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
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{
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
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int bufferSize = acc->count*3*sizeof(float);
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int bufferSize = (int)(acc->count*3*sizeof(float));
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model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
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model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
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@ -4064,7 +4064,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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for (unsigned int i = 0; i < animation->channels_count; i++)
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{
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cgltf_animation_channel* channel = animation->channels + i;
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int frameCounts = channel->sampler->input->count;
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int frameCounts = (int)channel->sampler->input->count;
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float lastFrameTime = 0.0f;
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if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
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{
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@ -4073,7 +4073,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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}
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output->frameCount = (int)(animationDuration / TIMESTEP);
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output->boneCount = data->nodes_count;
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output->boneCount = (int)data->nodes_count;
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output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
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output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
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// output->framerate = // TODO: Use framerate instead of const timestep
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@ -4106,7 +4106,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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cgltf_animation_channel* channel = animation->channels + channelId;
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cgltf_animation_sampler* sampler = channel->sampler;
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int boneId = channel->target_node - data->nodes;
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int boneId = (int)(channel->target_node - data->nodes);
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for (int frame = 0; frame < output->frameCount; frame++)
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{
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