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Fix Warnings
1 parent dc15f58 commit b2622fa

4 files changed

Lines changed: 3 additions & 4 deletions

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code/graphics/opengl/gropengltnl.cpp

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -623,8 +623,6 @@ void gr_opengl_render_model(model_material* material_info, indexed_vertex_source
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GL_CHECK_FOR_ERRORS("end of render_buffer()");
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}
625625

626-
int Shadow_cascade_count = 0;
627-
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void gr_opengl_render_shadow_draw(gr_buffer_handle ubo_handle, size_t ubo_offset, size_t ubo_size,
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vertex_buffer* buffer, indexed_vertex_source* vert_src, size_t texi)
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{

code/graphics/shadows.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -824,7 +824,7 @@ void shadow_cascade_params_shutdown() {
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}
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}
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827-
extern int Shadow_cascade_count;
827+
int Shadow_cascade_count = 0;
828828
void shadow_cascade_params_bind(int cascade_offset, int cascade_count) {
829829
if (!Shadow_cascade_params_buffer.isValid()) {
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return;

code/graphics/shadows.h

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -37,6 +37,7 @@ extern bool Shadow_quality_uses_mod_option;
3737

3838
extern SCP_vector<matrix4> Shadow_proj_matrix;
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extern SCP_vector<float> Shadow_cascade_distances;
40+
extern int Shadow_cascade_count;
4041

4142
void shadows_construct_light_frustum(vec3d *min_out, vec3d *max_out, vec3d light_vec, matrix *orient, vec3d *pos, fov_t fov, float aspect, float z_near, float z_far);
4243
bool shadows_obj_in_frustum(object *objp, vec3d *min, vec3d *max, matrix *light_orient);

code/mod_table/mod_table.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1736,7 +1736,7 @@ void mod_table_init()
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//Validate that we have the correct number of shadow smoothness factors
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if (Num_shadow_cascades + Num_cockpit_shadow_cascades != static_cast<int>(Shadow_smoothness_factor.size())) {
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Warning(LOCATION, "$Shadow Smoothness Factor: number of values (currently %d) must match number of total cascades (%d cockpit cascades + %d main scene cascades = %d total cascades).", static_cast<int>(Shadow_smoothness_factor.size()), Num_cockpit_shadow_cascades, Num_shadow_cascades, Num_cockpit_shadow_cascades + Num_shadow_cascades);
1739-
int current_last = Shadow_smoothness_factor.size();
1739+
int current_last = static_cast<int>(Shadow_smoothness_factor.size());
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Shadow_smoothness_factor.resize(Num_shadow_cascades + Num_cockpit_shadow_cascades);
17411741
for (int i = current_last; i < Num_shadow_cascades + Num_cockpit_shadow_cascades; ++i)
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Shadow_smoothness_factor[i] = 1.f / 300.f;

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