Fixed the seveal hunderd warnings in TerraPage loader!

This commit is contained in:
Robert Osfield
2002-04-16 21:08:46 +00:00
parent 3f249fcb57
commit b02cc80533
15 changed files with 152 additions and 152 deletions

View File

@@ -102,17 +102,18 @@ bool trpgMatTable1_0::Read(trpgReadBuffer &buf)
}
// Now convert to the new style material table
for (i=0;i<shortTable.size();i++) {
for (i=0;i<static_cast<int>(shortTable.size());i++)
{
trpgShortMaterial &shortMat = shortTable[i];
trpgMaterial &baseMat = baseMats[shortMat.baseMat];
matTables.push_back(baseMat);
trpgMaterial &newMat = matTables[matTables.size()-1];
newMat.SetNumTexture(shortMat.texids.size());
for (j=0;j<shortMat.texids.size();j++) {
int texId;
trpgTextureEnv texEnv;
baseMat.GetTexture(j,texId,texEnv);
newMat.SetTexture(j,shortMat.texids[j],texEnv);
for (unsigned j=0;j<shortMat.texids.size();j++) {
int texId;
trpgTextureEnv texEnv;
baseMat.GetTexture(j,texId,texEnv);
newMat.SetTexture(j,shortMat.texids[j],texEnv);
}
}
@@ -131,19 +132,21 @@ bool trpgMatTable1_0::Write(trpgWriteBuffer &buf)
// Iterate over the existing materials
int i;
for (i=0;i<numTable*numMat;i++) {
trpgMaterial &mat = matTables[i];
// Fill in the short material
trpgShortMaterial &sMat = shortMats[i];
int numTex;
mat.GetNumTexture(numTex);
for (int j=0;j<numTex;j++) {
int texId;
trpgTextureEnv texEnv;
mat.GetTexture(j,texId,texEnv);
sMat.texids.push_back(texId);
sMat.baseMat = i;
}
for (i=0;i<numTable*numMat;i++)
{
trpgMaterial &mat = matTables[i];
// Fill in the short material
trpgShortMaterial &sMat = shortMats[i];
int numTex;
mat.GetNumTexture(numTex);
for (int j=0;j<numTex;j++)
{
int texId;
trpgTextureEnv texEnv;
mat.GetTexture(j,texId,texEnv);
sMat.texids.push_back(texId);
sMat.baseMat = i;
}
}
// Write the 1.0 material table
@@ -153,23 +156,23 @@ bool trpgMatTable1_0::Write(trpgWriteBuffer &buf)
// Write the short materials
buf.Begin(TRPGSHORTMATTABLE);
for (i=0;i<shortMats.size();i++) {
trpgShortMaterial &sMat = shortMats[i];
buf.Add(sMat.baseMat);
buf.Add((int)(sMat.texids.size()));
int j;
for (j=0;j<sMat.texids.size();j++)
buf.Add(sMat.texids[j]);
for (i=0;i<static_cast<int>(shortMats.size());i++)
{
trpgShortMaterial &sMat = shortMats[i];
buf.Add(sMat.baseMat);
buf.Add((int)(sMat.texids.size()));
for (unsigned int j=0;j<sMat.texids.size();j++)
buf.Add(sMat.texids[j]);
}
buf.End();
// Write the regular materials
buf.Add(numTable*numMat);
for (i=0;i<numTable*numMat;i++) {
trpgMaterial &mat = matTables[i];
// This will be bigger than the old 1.0 material, but it doesn't matter since
// the new stuff is on the end.
mat.Write(buf);
trpgMaterial &mat = matTables[i];
// This will be bigger than the old 1.0 material, but it doesn't matter since
// the new stuff is on the end.
mat.Write(buf);
}
// Close Mat Table
@@ -227,7 +230,7 @@ bool trpgTexTable1_0::Read(trpgReadBuffer &buf)
try {
buf.Get(numTex);
texList.resize(numTex);
for (unsigned int i=0;i<numTex;i++) {
for (int i=0;i<numTex;i++) {
trpgTexture1_0 tex1_0;
tex1_0.Read(buf);
texList[i] = tex1_0;
@@ -263,7 +266,7 @@ bool trpgTexTable1_0::Write(trpgWriteBuffer &buf)
}
trpgTileTable1_0::trpgTileTable1_0(const trpgTileTable &inTable)
trpgTileTable1_0::trpgTileTable1_0(const trpgTileTable &)
{
// Nothing to copy for now
}