Warning fixes for Clang-3.6

git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15016 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield
2015-07-23 11:11:58 +00:00
parent 71c6d27b57
commit 2208303496
31 changed files with 59 additions and 119 deletions

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@@ -77,9 +77,8 @@ using namespace osgShadow;
const osg::Matrix & ConvexPolyhedron::defaultMatrix = *(osg::Matrix*)NULL;
static const double epsi = pow( 2.0, -20.0 ); //circa 8 times float prec(~2^-23)
static const double plane_hull_tolerance = 1.0e-5;
static const double point_plane_tolerance = 0;
static const double point_point_tolerance = 0;
static const double point_point_equivalence = 0;
static const double point_plane_tolerance = 0.0;
static const double point_point_equivalence = 0.;
// Tim Moore modifications for GCC 4.3 August 15, 2008
// they correspond to Adrian Egli tweaks for VS 7.3 on August 19, 2008

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@@ -225,7 +225,8 @@ void DebugShadowMap::ViewData::setDebugPolytope
{
if( !getDebugDraw() ) return;
if( &polytope == NULL ) { // delete
const ConvexPolyhedron* polytope_ptr = &polytope;
if( polytope_ptr == NULL ) { // delete
PolytopeGeometry & pg = _polytopeGeometryMap[ std::string( name ) ];
for( unsigned int i = 0; i < VECTOR_LENGTH( pg._geometry ) ; i++ )
{

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@@ -787,8 +787,6 @@ void OccluderGeometry::computeShadowVolumeGeometry(const osg::Vec4& lightpos, Sh
UIntList silhouetteIndices;
computeLightDirectionSilhouetteEdges(lightdirection, silhouetteIndices);
osg::Vec3 offset( lightdirection*5.0f );
float directionScale = 1.0f / basePlane.dotProductNormal(lightdirection);
for(UIntList::iterator itr = silhouetteIndices.begin();

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@@ -60,16 +60,6 @@ static const char fragmentShaderSource_withBaseTexture[] =
//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_debugHUD_texcoord[] =
"uniform sampler2D osgShadow_shadowTexture; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 texCoord = gl_TexCoord[1].xyzw; \n"
" float value = texCoord.z / texCoord.w; \n"
" gl_FragColor = vec4( value, value, value, 1.0 ); \n"
"} \n";
static const char fragmentShaderSource_debugHUD[] =
"uniform sampler2D osgShadow_shadowTexture; \n"
" \n"