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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Jeffery Myers 2021-02-20 10:42:32 -08:00 committed by GitHub
parent 4604271c6a
commit eb47cc5e93
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@ -3723,7 +3723,7 @@ static Model LoadGLTF(const char *fileName)
model.materialCount = (int)data->materials_count + 1;
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
model.boneCount = data->nodes_count;
model.boneCount = (int)data->nodes_count;
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
@ -3733,7 +3733,7 @@ static Model LoadGLTF(const char *fileName)
for (unsigned int j = 0; j < data->nodes_count; j++)
{
strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
model.bones[j].parent = (j != 0 && data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : 0;
model.bones[j].parent = (int)((j != 0 && data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : 0);
}
for (unsigned int i = 0; i < data->nodes_count; i++)
@ -3875,7 +3875,7 @@ static Model LoadGLTF(const char *fileName)
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
{
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
int bufferSize = acc->count*3*sizeof(float);
int bufferSize = (int)(acc->count*3*sizeof(float));
model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
@ -4064,7 +4064,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
for (unsigned int i = 0; i < animation->channels_count; i++)
{
cgltf_animation_channel* channel = animation->channels + i;
int frameCounts = channel->sampler->input->count;
int frameCounts = (int)channel->sampler->input->count;
float lastFrameTime = 0.0f;
if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
{
@ -4073,7 +4073,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
output->frameCount = (int)(animationDuration / TIMESTEP);
output->boneCount = data->nodes_count;
output->boneCount = (int)data->nodes_count;
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
// output->framerate = // TODO: Use framerate instead of const timestep
@ -4106,7 +4106,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
cgltf_animation_channel* channel = animation->channels + channelId;
cgltf_animation_sampler* sampler = channel->sampler;
int boneId = channel->target_node - data->nodes;
int boneId = (int)(channel->target_node - data->nodes);
for (int frame = 0; frame < output->frameCount; frame++)
{