Decouple <cstdint>
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@@ -5,6 +5,8 @@
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#include "RageMath.h"
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#include "RageDisplay.h"
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#include <cstdint>
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#define MS_MAX_NAME 32
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RageModelGeometry::RageModelGeometry ()
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@@ -29,7 +31,7 @@ void RageModelGeometry::OptimizeBones()
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// check to see if all vertices have the same bone index
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bool bAllVertsUseSameBone = true;
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char iBoneIndex = mesh.Vertices[0].bone;
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for (unsigned j = 1; j < mesh.Vertices.size(); j++)
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@@ -69,8 +71,8 @@ void RageModelGeometry::MergeMeshes( int iFromIndex, int iToIndex )
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{
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for( int j=0; j<3; j++ )
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{
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uint16_t &iIndex = meshTo.Triangles[i].nVertexIndices[j];
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iIndex = uint16_t(iIndex + iShiftTriangleVertexIndicesBy);
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std::uint16_t &iIndex = meshTo.Triangles[i].nVertexIndices[j];
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iIndex = std::uint16_t(iIndex + iShiftTriangleVertexIndicesBy);
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}
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}
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}
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@@ -147,7 +149,7 @@ void RageModelGeometry::LoadMilkshapeAscii( const RString& _sPath, bool bNeedsNo
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mesh.sName = szName;
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// mesh.nFlags = nFlags;
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mesh.nMaterialIndex = (uint8_t) nIndex;
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mesh.nMaterialIndex = (std::uint8_t) nIndex;
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mesh.m_iBoneIndex = -1;
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@@ -190,7 +192,7 @@ void RageModelGeometry::LoadMilkshapeAscii( const RString& _sPath, bool bNeedsNo
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v.t[0] = v.p[0] / v.t[0];
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v.t[1] = v.p[1] / v.t[1];
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}
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v.bone = (uint8_t) nIndex;
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v.bone = (std::uint8_t) nIndex;
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RageVec3AddToBounds( v.p, m_vMins, m_vMaxs );
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}
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@@ -237,8 +239,8 @@ void RageModelGeometry::LoadMilkshapeAscii( const RString& _sPath, bool bNeedsNo
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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uint16_t nIndices[3];
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uint16_t nNormalIndices[3];
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std::uint16_t nIndices[3];
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std::uint16_t nNormalIndices[3];
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if( sscanf (sLine, "%d %hu %hu %hu %hu %hu %hu %d",
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&nFlags,
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&nIndices[0], &nIndices[1], &nIndices[2],
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