Cleanup: compiler warnings

This commit is contained in:
2022-08-09 09:42:02 +10:00
parent 1e57ddf6ea
commit f5fc9a7edf
4 changed files with 15 additions and 13 deletions

View File

@@ -826,10 +826,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
} }
/* For each BMVert, sort associated linked list into unique uvs. */ /* For each BMVert, sort associated linked list into unique uvs. */
int i; int ev_index;
BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, i) { BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, ev_index) {
UvElement *newvlist = NULL; UvElement *newvlist = NULL;
UvElement *vlist = element_map->vertex[i]; UvElement *vlist = element_map->vertex[ev_index];
while (vlist) { while (vlist) {
/* Detach head from unsorted list. */ /* Detach head from unsorted list. */
@@ -881,7 +881,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
} }
/* Write back sorted list. */ /* Write back sorted list. */
element_map->vertex[i] = newvlist; element_map->vertex[ev_index] = newvlist;
} }
MEM_SAFE_FREE(winding); MEM_SAFE_FREE(winding);
@@ -912,7 +912,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
/* at this point, every UvElement in vert points to a UvElement sharing the same vertex. /* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
* Now we should sort uv's in islands. */ * Now we should sort uv's in islands. */
for (i = 0; i < totuv; i++) { for (int i = 0; i < totuv; i++) {
if (element_map->storage[i].island == INVALID_ISLAND) { if (element_map->storage[i].island == INVALID_ISLAND) {
int stacksize = 0; int stacksize = 0;
element_map->storage[i].island = nislands; element_map->storage[i].island = nislands;
@@ -965,7 +965,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
MEM_SAFE_FREE(island_number); MEM_SAFE_FREE(island_number);
/* remap */ /* remap */
for (i = 0; i < bm->totvert; i++) { for (int i = 0; i < bm->totvert; i++) {
/* important since we may do selection only. Some of these may be NULL */ /* important since we may do selection only. Some of these may be NULL */
if (element_map->vertex[i]) { if (element_map->vertex[i]) {
element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]]; element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]];
@@ -975,7 +975,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands, element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands,
"UvElementMap_island_indices"); "UvElementMap_island_indices");
j = 0; j = 0;
for (i = 0; i < totuv; i++) { for (int i = 0; i < totuv; i++) {
UvElement *element = element_map->storage[i].next; UvElement *element = element_map->storage[i].next;
if (element == NULL) { if (element == NULL) {
islandbuf[map[i]].next = NULL; islandbuf[map[i]].next = NULL;

View File

@@ -629,11 +629,13 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm
} }
/* fill the edges with data */ /* fill the edges with data */
int i = 0; {
GHASH_ITER (gh_iter, edgeHash) { int i = 0;
data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter)); GHASH_ITER (gh_iter, edgeHash) {
data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter));
}
data->totalUvEdges = BLI_ghash_len(edgeHash);
} }
data->totalUvEdges = BLI_ghash_len(edgeHash);
/* cleanup temporary stuff */ /* cleanup temporary stuff */
BLI_ghash_free(edgeHash, NULL, NULL); BLI_ghash_free(edgeHash, NULL, NULL);

View File

@@ -17,7 +17,7 @@ static void node_declare(NodeDeclarationBuilder &b)
static int gpu_shader_rgb(GPUMaterial *mat, static int gpu_shader_rgb(GPUMaterial *mat,
bNode *node, bNode *node,
bNodeExecData *UNUSED(execdata), bNodeExecData *UNUSED(execdata),
GPUNodeStack *in, GPUNodeStack * /*in*/,
GPUNodeStack *out) GPUNodeStack *out)
{ {
const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first); const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);

View File

@@ -17,7 +17,7 @@ static void sh_node_value_declare(NodeDeclarationBuilder &b)
static int gpu_shader_value(GPUMaterial *mat, static int gpu_shader_value(GPUMaterial *mat,
bNode *node, bNode *node,
bNodeExecData *UNUSED(execdata), bNodeExecData *UNUSED(execdata),
GPUNodeStack *in, GPUNodeStack * /*in*/,
GPUNodeStack *out) GPUNodeStack *out)
{ {
const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first); const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);