Kaydet (Commit) a203e811 authored tarafından Tor Lillqvist's avatar Tor Lillqvist

Revert "loplugin:implicitboolconversion"

This is not needed; the problem was in the Fedora 25 epoxy headers:
They got badly broken in an update, and should not be used from C++
code. If you use Fedora 25, make sure to use --without-system-epoxy
for now. See https://bugzilla.redhat.com/show_bug.cgi?id=1431994

This reverts commit cbb2e6b7.

Change-Id: I55c77ff279f1716004ac77cd3a08c4bb3fdf644b
üst f645294d
...@@ -934,7 +934,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon) ...@@ -934,7 +934,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon)
float maxCoordX = m_fMinCoordX + m_fMaxCoordX; float maxCoordX = m_fMinCoordX + m_fMaxCoordX;
glUniform1fv(maResources.m_3DMinCoordXID, 1, &minCoordX); glUniform1fv(maResources.m_3DMinCoordXID, 1, &minCoordX);
glUniform1fv(maResources.m_3DMaxCoordXID, 1, &maxCoordX); glUniform1fv(maResources.m_3DMaxCoordXID, 1, &maxCoordX);
glUniform1i(maResources.m_3DUndrawID, static_cast<GLint>(m_bUndrawFlag)); glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
CHECK_GL_ERROR(); CHECK_GL_ERROR();
//update light information //update light information
glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor)); glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor));
...@@ -948,7 +948,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon) ...@@ -948,7 +948,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon)
glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &polygon.material.diffuse[0]); glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &polygon.material.diffuse[0]);
glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &polygon.material.specular[0]); glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &polygon.material.specular[0]);
glUniform4fv(maResources.m_3DMaterialColorID, 1, &polygon.material.materialColor[0]); glUniform4fv(maResources.m_3DMaterialColorID, 1, &polygon.material.materialColor[0]);
glUniform1i(maResources.m_3DMaterialTwoSidesID, static_cast<GLint>(polygon.material.twoSidesLighting)); glUniform1i(maResources.m_3DMaterialTwoSidesID, polygon.material.twoSidesLighting);
glUniform1f(maResources.m_3DMaterialShininessID, polygon.material.shininess); glUniform1f(maResources.m_3DMaterialShininessID, polygon.material.shininess);
CHECK_GL_ERROR(); CHECK_GL_ERROR();
} }
...@@ -1619,7 +1619,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject() ...@@ -1619,7 +1619,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
{ {
glUniform1fv(maResources.m_3DMinCoordXID, 1, &m_fMinCoordX); glUniform1fv(maResources.m_3DMinCoordXID, 1, &m_fMinCoordX);
glUniform1fv(maResources.m_3DMaxCoordXID, 1, &m_fMaxCoordX); glUniform1fv(maResources.m_3DMaxCoordXID, 1, &m_fMaxCoordX);
glUniform1i(maResources.m_3DUndrawID, static_cast<GLint>(m_bUndrawFlag)); glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
//update light information //update light information
glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor)); glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor));
glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, reinterpret_cast<GLfloat*>(m_PositionWorldspace)); glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, reinterpret_cast<GLfloat*>(m_PositionWorldspace));
...@@ -1680,7 +1680,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject() ...@@ -1680,7 +1680,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &extrude3DInfo.material.diffuse[0]); glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &extrude3DInfo.material.diffuse[0]);
glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &extrude3DInfo.material.specular[0]); glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &extrude3DInfo.material.specular[0]);
glUniform4fv(maResources.m_3DMaterialColorID, 1, &extrude3DInfo.material.materialColor[0]); glUniform4fv(maResources.m_3DMaterialColorID, 1, &extrude3DInfo.material.materialColor[0]);
glUniform1i(maResources.m_3DMaterialTwoSidesID, static_cast<GLint>(extrude3DInfo.material.twoSidesLighting)); glUniform1i(maResources.m_3DMaterialTwoSidesID, extrude3DInfo.material.twoSidesLighting);
glUniform1f(maResources.m_3DMaterialShininessID, extrude3DInfo.material.shininess); glUniform1f(maResources.m_3DMaterialShininessID, extrude3DInfo.material.shininess);
} }
} }
...@@ -2501,7 +2501,7 @@ void OpenGL3DRenderer::RenderBatchBars(bool bNewScene) ...@@ -2501,7 +2501,7 @@ void OpenGL3DRenderer::RenderBatchBars(bool bNewScene)
{ {
glUniform1fv(maResources.m_3DBatchMinCoordXID, 1, &m_fMinCoordX); glUniform1fv(maResources.m_3DBatchMinCoordXID, 1, &m_fMinCoordX);
glUniform1fv(maResources.m_3DBatchMaxCoordXID, 1, &m_fMaxCoordX); glUniform1fv(maResources.m_3DBatchMaxCoordXID, 1, &m_fMaxCoordX);
glUniform1i(maResources.m_3DBatchUndrawID, static_cast<GLint>(m_bUndrawFlag)); glUniform1i(maResources.m_3DBatchUndrawID, m_bUndrawFlag);
glUniformMatrix4fv(maResources.m_3DBatchTransMatrixID, 1, GL_FALSE, &m_ScrollMoveMatrix[0][0]); glUniformMatrix4fv(maResources.m_3DBatchTransMatrixID, 1, GL_FALSE, &m_ScrollMoveMatrix[0][0]);
} }
glUniformMatrix4fv(maResources.m_3DBatchViewID, 1, GL_FALSE, &m_3DView[0][0]); glUniformMatrix4fv(maResources.m_3DBatchViewID, 1, GL_FALSE, &m_3DView[0][0]);
......
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