fix VC7 compile errors

This commit is contained in:
Chris Danford
2003-05-11 08:19:24 +00:00
parent dd8331d9fc
commit 5c9710f155
6 changed files with 34 additions and 19 deletions
+11 -11
View File
@@ -128,7 +128,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
strcpy( mesh.szName, szName );
// mesh.nFlags = nFlags;
mesh.nMaterialIndex = nIndex;
mesh.nMaterialIndex = (byte)nIndex;
//
// vertices
@@ -173,7 +173,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
// vertex.nFlags = nFlags;
memcpy( vertex.Vertex, Vertex, sizeof(vertex.Vertex) );
memcpy( vertex.uv, uv, sizeof(vertex.uv) );
vertex.nBoneIndex = nIndex;
vertex.nBoneIndex = (byte)nIndex;
AddPointToBounds (Vertex, m_vMins, m_vMaxs);
}
@@ -547,7 +547,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
// Setup temp vertices
m_vTempVerticesByBone.resize( m_pModel->Meshes.size() );
for (i = 0; i < m_pModel->Meshes.size(); i++)
for (i = 0; i < (int)m_pModel->Meshes.size(); i++)
{
msMesh& Mesh = m_pModel->Meshes[i];
m_vTempVerticesByBone[i].resize( Mesh.Vertices.size() );
@@ -703,13 +703,13 @@ bool Model::LoadMilkshapeAsciiBones( CString sPath )
// ignore "Frames:" in file
m_pModel->nTotalFrames = 0;
for (int i = 0; i < m_pModel->Bones.size(); i++)
for (int i = 0; i < (int)m_pModel->Bones.size(); i++)
{
msBone& Bone = m_pModel->Bones[i];
for( int j=0; j<Bone.PositionKeys.size(); j++ )
for( int j=0; j<(int)Bone.PositionKeys.size(); j++ )
{
m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, Bone.PositionKeys[j].fTime );
m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, Bone.RotationKeys[j].fTime );
m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, (int)Bone.PositionKeys[j].fTime+1 );
m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, (int)Bone.RotationKeys[j].fTime+1 );
}
}
@@ -850,7 +850,7 @@ Model::SetupBones ()
}
}
for (i = 0; i < m_pModel->Meshes.size(); i++)
for (i = 0; i < (int)m_pModel->Meshes.size(); i++)
{
msMesh *pMesh = &m_pModel->Meshes[i];
for (j = 0; j < (int)pMesh->Vertices.size(); j++)
@@ -997,14 +997,14 @@ void Model::Update( float fDelta )
Actor::Update( fDelta );
AdvanceFrame( fDelta );
if( m_pModel )
for( int i=0; i<m_pModel->Materials.size(); i++ )
for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
m_pModel->Materials[i].aniTexture.Update( fDelta );
}
void Model::SetState( int iNewState )
{
if( m_pModel )
for( int i=0; i<m_pModel->Materials.size(); i++ )
for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
m_pModel->Materials[i].aniTexture.SetState( iNewState );
}
@@ -1012,7 +1012,7 @@ int Model::GetNumStates()
{
int iMaxStates = 0;
if( m_pModel )
for( int i=0; i<m_pModel->Materials.size(); i++ )
for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
iMaxStates = max( iMaxStates, m_pModel->Materials[i].aniTexture.GetNumStates() );
return iMaxStates;
}