glVertexArrayBindingDivisor(id, binding, divisor);
}
- unsigned offset = array.get_offset();
+ uintptr_t offset = array.get_offset();
for(VertexAttribute a: fmt)
{
unsigned sem = get_attribute_semantic(a);
static TemplateRegistry<T> &get_registry();
};
+template<> SequenceTemplate::TemplateRegistry<PostProcessor> &SequenceTemplate::get_registry<PostProcessor>();
+template<> SequenceTemplate::TemplateRegistry<Effect> &SequenceTemplate::get_registry<Effect>();
+
template<typename T>
void SequenceTemplate::register_effect(const std::string &kw)
{
if(r_constant_value.has_type<int>())
set_result(-r_constant_value.value<int>());
else if(r_constant_value.has_type<unsigned>())
- set_result(-r_constant_value.value<unsigned>());
+ set_result(-static_cast<int>(r_constant_value.value<unsigned>()));
else if(r_constant_value.has_type<float>())
set_result(-r_constant_value.value<float>());
}
GENERATED_SOURCE = 0
};
-struct NodeVisitor;
+class NodeVisitor;
struct Node
{
{
int l = (s.*map).layer;
if(l>=0)
- layer_mask |= 1<<l;
+ layer_mask |= 1ULL<<l;
}
unsigned lowest_free_bit = (~layer_mask)&(layer_mask+1);
namespace GL {
class Batch;
-class Blend;
+struct Blend;
class Buffer;
class Camera;
union ClearValue;
-class DepthTest;
+struct DepthTest;
class Material;
class Mesh;
class Lighting;
struct Rect;
class Renderable;
class Sampler;
-class StencilTest;
+struct StencilTest;
class Texture;
class VertexSetup;
}
else if(btn==4)
{
- distance *= 0.9;
+ distance *= 0.9f;
update_camera();
}
else if(btn==5)
{
- distance *= 1.1;
+ distance *= 1.1f;
update_camera();
}
}