- cleanup some compiler warnings in vc++ and removed commented out debug info for in progress texture compression

This commit is contained in:
Mark Vejvoda 2010-10-27 17:06:40 +00:00
parent 78f6f49cb6
commit 3c57f16a4a
4 changed files with 13 additions and 11 deletions

View File

@ -24,15 +24,15 @@ namespace Glest{ namespace Game{
// class GameConstants
// =====================================================
const Vec4f BLACK(0, 0, 0, 1);
const Vec4f RED(1, 0, 0, 1);
const Vec4f GREEN(0, 1, 0, 1);
const Vec4f BLUE(0, 0, 1, 1);
const Vec4f GLASS(1, 1, 1, 0.3);
const Vec4f CYAN(0, 1, 1, 1);
const Vec4f YELLOW(1, 1, 0, 1);
const Vec4f MAGENTA(1, 0, 1, 1);
const Vec4f WHITE(1, 1, 1, 1);
const Vec4f BLACK(0.0f, 0.0f, 0.0f, 1.0f);
const Vec4f RED(1.0f, 0.0f, 0.0f, 1.0f);
const Vec4f GREEN(0.0f, 1.0f, 0.0f, 1.0f);
const Vec4f BLUE(0.0f, 0.0f, 1.0f, 1.0f);
const Vec4f GLASS(1.0f, 1.0f, 1.0f, 0.3f);
const Vec4f CYAN(0.0f, 1.0f, 1.0f, 1.0f);
const Vec4f YELLOW(1.0f, 1.0f, 0.0f, 1.0f);
const Vec4f MAGENTA(1.0f, 0.0f, 1.0f, 1.0f);
const Vec4f WHITE(1.0f, 1.0f, 1.0f, 1.0f);
enum PathFinderType {
pfBasic,

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@ -547,7 +547,7 @@ void MenuStateConnectedGame::render() {
renderer.renderLabel(&labelPlayers[i],&playerColor);
// Blend the color with white so make it more readable
Vec4f newColor(1.f, 1.f, 1.f, 0.57);
Vec4f newColor(1.f, 1.f, 1.f, 0.57f);
renderer.renderLabel(&labelPlayers[i],&newColor);
//int quadWidth = labelPlayerNames[i].getX() - labelPlayers[i].getX() - 5;

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@ -1072,7 +1072,7 @@ void MenuStateCustomGame::render() {
renderer.renderLabel(&labelPlayers[i],&playerColor);
// Blend the color with white so make it more readable
Vec4f newColor(1.f, 1.f, 1.f, 0.57);
Vec4f newColor(1.f, 1.f, 1.f, 0.57f);
renderer.renderLabel(&labelPlayers[i],&newColor);
//int quadWidth = labelPlayerNames[i].getX() - labelPlayers[i].getX() - 5;

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@ -441,6 +441,7 @@ void TextureCubeGl::end(){
void TextureGl::OutputTextureDebugInfo(const Pixmap2D *pixmap,Texture::Format format, int components,const string path) {
/*
GLint glFormat= toFormatGl(format, components);
printf("**** Texture filename: [%s] format = %d components = %d, glFormat = %d, path [%s]\n",pixmap->getPath().c_str(),format,components,glFormat,path.c_str());
@ -460,6 +461,7 @@ void TextureGl::OutputTextureDebugInfo(const Pixmap2D *pixmap,Texture::Format fo
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &compressed);
error = glGetError();
printf("**** Texture image compression format used: %d, error [%d]\n",compressed,error);
*/
}
}}}//end namespace