Clean up some compiler warnings.

This commit is contained in:
curt
2006-02-17 15:13:42 +00:00
parent 366931952b
commit 0154f81e33
9 changed files with 93 additions and 93 deletions

View File

@@ -609,52 +609,52 @@ bool SGMetar::scanRwyVisRange()
static const struct Token special[] = {
"NSW", "no significant weather",
"VCSH", "showers in the vicinity",
"VCTS", "thunderstorm in the vicinity",
0, 0
{ "NSW", "no significant weather" },
{ "VCSH", "showers in the vicinity" },
{ "VCTS", "thunderstorm in the vicinity" },
{ 0, 0 }
};
static const struct Token description[] = {
"SH", "showers of",
"TS", "thunderstorm with",
"BC", "patches of",
"BL", "blowing",
"DR", "low drifting",
"FZ", "freezing",
"MI", "shallow",
"PR", "partial",
0, 0
{ "SH", "showers of" },
{ "TS", "thunderstorm with" },
{ "BC", "patches of" },
{ "BL", "blowing" },
{ "DR", "low drifting" },
{ "FZ", "freezing" },
{ "MI", "shallow" },
{ "PR", "partial" },
{ 0, 0 }
};
static const struct Token phenomenon[] = {
"DZ", "drizzle",
"GR", "hail",
"GS", "small hail and/or snow pellets",
"IC", "ice crystals",
"PE", "ice pellets",
"RA", "rain",
"SG", "snow grains",
"SN", "snow",
"UP", "unknown precipitation",
"BR", "mist",
"DU", "widespread dust",
"SG", "fog",
"SGBR", "fog bank",
"FU", "smoke",
"HZ", "haze",
"PY", "spray",
"SA", "sand",
"VA", "volcanic ash",
"DS", "duststorm",
"FC", "funnel cloud/tornado waterspout",
"PO", "well-developed dust/sand whirls",
"SQ", "squalls",
"SS", "sandstorm",
"UP", "unknown", // ... due to failed automatic acquisition
0, 0
{ "DZ", "drizzle" },
{ "GR", "hail" },
{ "GS", "small hail and/or snow pellets" },
{ "IC", "ice crystals" },
{ "PE", "ice pellets" },
{ "RA", "rain" },
{ "SG", "snow grains" },
{ "SN", "snow" },
{ "UP", "unknown precipitation" },
{ "BR", "mist" },
{ "DU", "widespread dust" },
{ "SG", "fog" },
{ "SGBR", "fog bank" },
{ "FU", "smoke" },
{ "HZ", "haze" },
{ "PY", "spray" },
{ "SA", "sand" },
{ "VA", "volcanic ash" },
{ "DS", "duststorm" },
{ "FC", "funnel cloud/tornado waterspout" },
{ "PO", "well-developed dust/sand whirls" },
{ "SQ", "squalls" },
{ "SS", "sandstorm" },
{ "UP", "unknown" }, // ... due to failed automatic acquisition
{ 0, 0 }
};
@@ -714,26 +714,26 @@ bool SGMetar::scanWeather()
static const struct Token cloud_types[] = {
"AC", "altocumulus",
"ACC", "altocumulus castellanus",
"ACSL", "altocumulus standing lenticular",
"AS", "altostratus",
"CB", "cumulonimbus",
"CBMAM", "cumulonimbus mammatus",
"CC", "cirrocumulus",
"CCSL", "cirrocumulus standing lenticular",
"CI", "cirrus",
"CS", "cirrostratus",
"CU", "cumulus",
"CUFRA", "cumulus fractus",
"NS", "nimbostratus",
"SAC", "stratoaltocumulus", // guessed
"SC", "stratocumulus",
"SCSL", "stratocumulus standing lenticular",
"ST", "stratus",
"STFRA", "stratus fractus",
"TCU", "towering cumulus",
0, 0
{ "AC", "altocumulus" },
{ "ACC", "altocumulus castellanus" },
{ "ACSL", "altocumulus standing lenticular" },
{ "AS", "altostratus" },
{ "CB", "cumulonimbus" },
{ "CBMAM", "cumulonimbus mammatus" },
{ "CC", "cirrocumulus" },
{ "CCSL", "cirrocumulus standing lenticular" },
{ "CI", "cirrus" },
{ "CS", "cirrostratus" },
{ "CU", "cumulus" },
{ "CUFRA", "cumulus fractus" },
{ "NS", "nimbostratus" },
{ "SAC", "stratoaltocumulus" }, // guessed
{ "SC", "stratocumulus" },
{ "SCSL", "stratocumulus standing lenticular" },
{ "ST", "stratus" },
{ "STFRA", "stratus fractus" },
{ "TCU", "towering cumulus" },
{ 0, 0 }
};
@@ -1076,13 +1076,13 @@ bool SGMetar::scanTrendForecast()
// (BLU|WHT|GRN|YLO|AMB|RED)
static const struct Token colors[] = {
"BLU", "Blue", // 2500 ft, 8.0 km
"WHT", "White", // 1500 ft, 5.0 km
"GRN", "Green", // 700 ft, 3.7 km
"YLO", "Yellow", // 300 ft, 1.6 km
"AMB", "Amber", // 200 ft, 0.8 km
"RED", "Red", // <200 ft, <0.8 km
0, 0
{ "BLU", "Blue" }, // 2500 ft, 8.0 km
{ "WHT", "White" }, // 1500 ft, 5.0 km
{ "GRN", "Green" }, // 700 ft, 3.7 km
{ "YLO", "Yellow" }, // 300 ft, 1.6 km
{ "AMB", "Amber" }, // 200 ft, 0.8 km
{ "RED", "Red" }, // <200 ft, <0.8 km
{ 0, 0 }
};

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@@ -88,21 +88,21 @@ SGEnviro sgEnviro;
SGEnviro::SGEnviro(void) :
view_in_cloud(false),
turbulence_enable_state(false),
precipitation_enable_state(true),
precipitation_density(100.0),
precipitation_max_alt(0.0),
turbulence_enable_state(false),
last_cloud_turbulence(0.0),
cloud_turbulence(0.0),
lightning_enable_state(false),
elapsed_time(0.0),
dt(0.0),
soundMgr(NULL),
snd_active(false),
snd_dist(0.0),
last_cloud_turbulence(0.0),
cloud_turbulence(0.0),
elapsed_time(0.0),
dt(0.0),
min_time_before_lt(0.0),
fov_width(55.0),
fov_height(55.0),
precipitation_max_alt(0.0),
precipitation_density(100.0)
fov_height(55.0)
{
for(int i = 0; i < MAX_RAIN_SLICE ; i++)
@@ -469,11 +469,11 @@ void SGEnviro::drawPrecipitation(double rain_norm, double snow_norm, double hail
SGLightning::SGLightning(double _lon, double _lat, double _alt) :
nb_tree(0),
lon(_lon),
lat(_lat),
alt(_alt),
age(1.0 + sg_random() * 4.0),
nb_tree(0)
age(1.0 + sg_random() * 4.0)
{
// sequence_count = 1 + sg_random() * 5.0;
lt_build();

View File

@@ -46,7 +46,7 @@ SG_USING_STD( string );
SG_USING_STD( vector );
static enum {
enum {
SG_BOUNDING_SPHERE = 0,
SG_VERTEX_LIST = 1,
@@ -61,20 +61,19 @@ static enum {
SG_TRIANGLE_FANS = 12
} sgObjectTypes;
static enum {
enum {
SG_IDX_VERTICES = 0x01,
SG_IDX_NORMALS = 0x02,
SG_IDX_COLORS = 0x04,
SG_IDX_TEXCOORDS = 0x08
} sgIndexTypes;
static enum {
enum {
SG_MATERIAL = 0,
SG_INDEX_TYPES = 1
} sgPropertyTypes;
class sgSimpleBuffer {
private:

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@@ -200,7 +200,7 @@ void SGPath::create_dir( mode_t mode ) {
string_list path_elements = sgPathBranchSplit(path);
bool absolute = !path.empty() && path[0] == sgDirPathSep;
int i = 1;
unsigned int i = 1;
SGPath dir = absolute ? string( 1, sgDirPathSep ) : "";
dir.concat( path_elements[0] );
#if defined( _MSC_VER) || defined(__MINGW32__)

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@@ -38,7 +38,7 @@ class PropsVisitor : public XMLVisitor
public:
PropsVisitor (SGPropertyNode * root, const string &base, int default_mode = 0)
: _root(root), _level(0), _base(base), _hasException(false), _default_mode(default_mode) {}
: _default_mode(default_mode), _root(root), _level(0), _base(base), _hasException(false) {}
virtual ~PropsVisitor () {}

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@@ -102,7 +102,8 @@ static void MakeTRANS( sgMat4 dst, const double Theta,
// Constructor
SGLocation::SGLocation( void ):
_position_dirty(true), _orientation_dirty(true),
_orientation_dirty(true),
_position_dirty(true),
_lon_deg(-1000),
_lat_deg(0),
_alt_ft(0),

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@@ -213,7 +213,7 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
sgMat4 CameraProjM, CameraViewM;
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *) CameraProjM);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) CameraViewM);
const float dummy_scale = 1.0f; //0.95f;
// const float dummy_scale = 1.0f; //0.95f;
const float deltaPos = 0.05f;
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
@@ -268,7 +268,7 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
glCallList ( dlist ) ;
// alter colors only on last rendering
sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
// sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
@@ -328,7 +328,7 @@ static int fresnel_shader_callback( ssgEntity *e ) {
ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );
SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
// SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
glEnable(GL_BLEND);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
glEnable(GL_ALPHA_TEST);

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@@ -100,8 +100,8 @@ SGShadowVolume::ShadowCaster::ShadowCaster( int _num_tri, ssgBranch * _geometry_
scenery_object ( 0 ),
first_select ( 0 ),
frameNumber ( 0 ),
numTriangles ( 0 ),
indices ( 0 ),
numTriangles ( 0 ),
vertices ( 0 ),
lastSilhouetteIndicesCount ( 0 )
{
@@ -638,7 +638,7 @@ static bool filterLeaf(ssgLeaf *this_kid) {
if( ! leaf_name )
return true;
char lname[20];
int l = 0;
unsigned int l = 0;
char *buff;
for( buff = lname; *leaf_name && l < (sizeof( lname )-1); ++buff, l++ )
*buff = tolower(*leaf_name++);
@@ -702,9 +702,9 @@ void SGShadowVolume::SceneryObject::find_trans(void) {
}
SGShadowVolume::SceneryObject::SceneryObject(ssgBranch *_scenery_object, OccluderType _occluder_type) :
pending_object ( _scenery_object ),
occluder_type ( _occluder_type ),
scenery_object ( 0 )
scenery_object ( 0 ),
pending_object ( _scenery_object ),
occluder_type ( _occluder_type )
{
// queue objects, don't do all the work in the first frames because of
// massive cpu power needed

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@@ -209,11 +209,11 @@ void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, doub
}
SGCloudField::SGCloudField() :
draw_in_3d(true),
last_density(0.0),
deltax(0.0),
deltay(0.0),
last_course(0.0)
last_course(0.0),
last_density(0.0),
draw_in_3d(true)
{
sgSetVec3( relative_position, 0,0,0);
theField.reserve(200);