From Eric Wing, fixes for "warning: converting of negative value '-0x00000000000000001' to 'unsigned int'"

This commit is contained in:
Robert Osfield
2005-11-29 11:39:07 +00:00
parent caaecc9f2a
commit 2ce7718a66
5 changed files with 35 additions and 30 deletions

View File

@@ -149,7 +149,7 @@ osg::Node* createMirroredScene(osg::Node* model)
// set up the stencil ops so that the stencil buffer get set at
// the mirror plane
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS,1,~0);
stencil->setFunction(osg::Stencil::ALWAYS,1,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
// switch off the writing to the color bit planes.
@@ -176,7 +176,7 @@ osg::Node* createMirroredScene(osg::Node* model)
// occludes the mirror.
{
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS,0,~0);
stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
osg::StateSet* statesetBin2 = new osg::StateSet();
@@ -196,7 +196,7 @@ osg::Node* createMirroredScene(osg::Node* model)
// set up the stencil ops so that only operator on this mirrors stencil value.
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::EQUAL,1,~0);
stencil->setFunction(osg::Stencil::EQUAL,1,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
// switch off the writing to the color bit planes.
@@ -254,7 +254,7 @@ osg::Node* createMirroredScene(osg::Node* model)
dstate->setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::EQUAL,1,~0);
stencil->setFunction(osg::Stencil::EQUAL,1,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
dstate->setAttributeAndModes(stencil,osg::StateAttribute::ON);
@@ -281,7 +281,7 @@ osg::Node* createMirroredScene(osg::Node* model)
depth->setFunction(osg::Depth::ALWAYS);
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::EQUAL,1,~0);
stencil->setFunction(osg::Stencil::EQUAL,1,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::ZERO);
// set up additive blending.

View File

@@ -19,7 +19,7 @@ Stencil::Stencil()
// set up same defaults as glStencilFunc.
_func = ALWAYS;
_funcRef = 0;
_funcMask = ~0;
_funcMask = ~0u;
// set up same defaults as glStencilOp.
_sfail = KEEP;
@@ -27,7 +27,7 @@ Stencil::Stencil()
_zpass = KEEP;
// set up same defaults as glStencilMask.
_writeMask = ~0;
_writeMask = ~0u;
}

View File

@@ -36,7 +36,7 @@ void GeoClipRegion::addClipNode(osg::Node *gd) {
// add clip node(s) to set stencil bit marking the clip area.
// stencil op so that the stencil buffer get set at the clip pixels
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS,1,~0);
stencil->setFunction(osg::Stencil::ALWAYS,1,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
state->setAttributeAndModes(stencil,osg::StateAttribute::ON);
@@ -74,7 +74,7 @@ bool GeoClipRegion::addClippedChild( osg::Node *child )
osg::StateSet *state=child->getOrCreateStateSet();
// state tests pixels against the set stencil.
osg::Stencil* stenciltest = new osg::Stencil;
stenciltest->setFunction(osg::Stencil::EQUAL,1,~0);
stenciltest->setFunction(osg::Stencil::EQUAL,1,~0u);
stenciltest->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
state->setAttributeAndModes(stenciltest,osg::StateAttribute::ON);
@@ -97,7 +97,7 @@ bool GeoClipRegion::addObscuredChild( osg::Node *child )
osg::StateSet *state=child->getOrCreateStateSet();
// state tests pixels against the set stencil.
osg::Stencil* stenciltest = new osg::Stencil;
stenciltest->setFunction(osg::Stencil::NOTEQUAL,1,~0);
stenciltest->setFunction(osg::Stencil::NOTEQUAL,1,~0u);
stenciltest->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
state->setAttributeAndModes(stenciltest,osg::StateAttribute::ON);
@@ -124,7 +124,7 @@ void GeoClipRegion::addDrawClipNode(osg::Node *ndclip)
depth->setFunction(osg::Depth::ALWAYS);
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::EQUAL,1,~0);
stencil->setFunction(osg::Stencil::EQUAL,1,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::ZERO);
// set up additive blending.

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@@ -400,28 +400,33 @@ void RenderBin::drawImplementation(osg::State& state,RenderLeaf*& previous)
// stats
bool RenderBin::getStats(Statistics* primStats)
{ // different by return type - collects the stats in this renderrBin
bool somestats=false;
{
// different by return type - collects the stats in this renderrBin
bool somestats=false;
// draw fine grained ordering.
for(RenderLeafList::iterator dw_itr = _renderLeafList.begin();
dw_itr != _renderLeafList.end();
++dw_itr)
{
RenderLeaf* rl = *dw_itr;
Drawable* dw= rl->_drawable;
primStats->addDrawable(); // number of geosets
if (rl->_modelview.get()) primStats->addMatrix(); // number of matrices
if (dw)
RenderLeaf* rl = *dw_itr;
Drawable* dw= rl->_drawable;
primStats->addDrawable(); // number of geosets
if (rl->_modelview.get())
{
// then tot up the primtive types and no vertices.
dw->accept(*primStats); // use sub-class to find the stats for each drawable
primStats->addMatrix(); // number of matrices
}
somestats = true;
if (dw)
{
// then tot up the primtive types and no vertices.
dw->accept(*primStats); // use sub-class to find the stats for each drawable
}
somestats = true;
}
for(StateGraphList::iterator oitr=_stateGraphList.begin();
for(StateGraphList::iterator oitr=_stateGraphList.begin();
oitr!=_stateGraphList.end();
++oitr)
{

View File

@@ -1081,10 +1081,10 @@ void SceneView::draw()
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glStencilMask(~0);
glStencilMask(~0u);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, ~0);
glStencilFunc(GL_ALWAYS, 1, ~0u);
glPolygonStipple(patternVertEven);
glEnable(GL_POLYGON_STIPPLE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -1103,10 +1103,10 @@ void SceneView::draw()
_renderStageRight->setClearMask(_renderStageRight->getClearMask() & ~(GL_STENCIL_BUFFER_BIT|GL_COLOR_BUFFER_BIT));
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, 0, ~0);
glStencilFunc(GL_EQUAL, 0, ~0u);
_renderStageLeft->draw(*_state,previous);
glStencilFunc(GL_NOTEQUAL, 0, ~0);
glStencilFunc(GL_NOTEQUAL, 0, ~0u);
_renderStageRight->draw(*_state,previous);
glDisable(GL_STENCIL_TEST);
}
@@ -1146,10 +1146,10 @@ void SceneView::draw()
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glStencilMask(~0);
glStencilMask(~0u);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, ~0);
glStencilFunc(GL_ALWAYS, 1, ~0u);
glPolygonStipple(patternHorzEven);
glEnable(GL_POLYGON_STIPPLE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -1168,10 +1168,10 @@ void SceneView::draw()
_renderStageRight->setClearMask(_renderStageRight->getClearMask() & ~(GL_STENCIL_BUFFER_BIT|GL_COLOR_BUFFER_BIT));
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, 0, ~0);
glStencilFunc(GL_EQUAL, 0, ~0u);
_renderStageLeft->draw(*_state,previous);
glStencilFunc(GL_NOTEQUAL, 0, ~0);
glStencilFunc(GL_NOTEQUAL, 0, ~0u);
_renderStageRight->draw(*_state,previous);
glDisable(GL_STENCIL_TEST);
}