Fix errors, warnings.
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af9ba8ae90
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17e01ed240
@ -303,30 +303,30 @@ void FloatImage::swizzle(uint baseComponent, uint r, uint g, uint b, uint a)
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float FloatImage::sampleNearest(uint c, float x, float y, const WrapMode wm) const
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{
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if( wm == WrapMode_Clamp ) return sampleNearestClamp(x, y, c);
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else if( wm == WrapMode_Repeat ) return sampleNearestRepeat(x, y, c);
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else /*if( wm == WrapMode_Mirror )*/ return sampleNearestMirror(x, y, c);
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if( wm == WrapMode_Clamp ) return sampleNearestClamp(c, x, y);
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else if( wm == WrapMode_Repeat ) return sampleNearestRepeat(c, x, y);
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else /*if( wm == WrapMode_Mirror )*/ return sampleNearestMirror(c, x, y);
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}
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float FloatImage::sampleLinear(uint c, float x, float y, WrapMode wm) const
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{
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if( wm == WrapMode_Clamp ) return sampleLinearClamp(x, y, c);
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else if( wm == WrapMode_Repeat ) return sampleLinearRepeat(x, y, c);
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else /*if( wm == WrapMode_Mirror )*/ return sampleLinearMirror(x, y, c);
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if( wm == WrapMode_Clamp ) return sampleLinearClamp(c, x, y);
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else if( wm == WrapMode_Repeat ) return sampleLinearRepeat(c, x, y);
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else /*if( wm == WrapMode_Mirror )*/ return sampleLinearMirror(c, x, y);
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}
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float FloatImage::sampleNearest(uint c, float x, float y, float z, WrapMode wm) const
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{
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if( wm == WrapMode_Clamp ) return sampleNearestClamp(x, y, z, c);
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else if( wm == WrapMode_Repeat ) return sampleNearestRepeat(x, y, z, c);
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else /*if( wm == WrapMode_Mirror )*/ return sampleNearestMirror(x, y, z, c);
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if( wm == WrapMode_Clamp ) return sampleNearestClamp(c, x, y, z);
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else if( wm == WrapMode_Repeat ) return sampleNearestRepeat(c, x, y, z);
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else /*if( wm == WrapMode_Mirror )*/ return sampleNearestMirror(c, x, y, z);
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}
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float FloatImage::sampleLinear(uint c, float x, float y, float z, WrapMode wm) const
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{
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if( wm == WrapMode_Clamp ) return sampleLinearClamp(x, y, z, c);
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else if( wm == WrapMode_Repeat ) return sampleLinearRepeat(x, y, z, c);
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else /*if( wm == WrapMode_Mirror )*/ return sampleLinearMirror(x, y, z, c);
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if( wm == WrapMode_Clamp ) return sampleLinearClamp(c, x, y, z);
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else if( wm == WrapMode_Repeat ) return sampleLinearRepeat(c, x, y, z);
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else /*if( wm == WrapMode_Mirror )*/ return sampleLinearMirror(c, x, y, z);
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}
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float FloatImage::sampleNearestClamp(uint c, float x, float y) const
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@ -1019,9 +1019,9 @@ void TexImage::setBorder(float r, float g, float b, float a)
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const uint h = img->height();
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const uint d = img->depth();
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for (int z = 0; z < d; z++)
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for (uint z = 0; z < d; z++)
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{
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for (int i = 0; i < w; i++)
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for (uint i = 0; i < w; i++)
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{
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img->pixel(0, i, 0, z) = r;
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img->pixel(1, i, 0, z) = g;
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@ -1034,7 +1034,7 @@ void TexImage::setBorder(float r, float g, float b, float a)
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img->pixel(3, i, h-1, z) = a;
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}
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for (int i = 0; i < h; i++)
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for (uint i = 0; i < h; i++)
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{
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img->pixel(0, 0, i, z) = r;
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img->pixel(1, 0, i, z) = g;
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