- cleanup some compiler warnings in vc++ and removed commented out debug info for in progress texture compression
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@ -24,15 +24,15 @@ namespace Glest{ namespace Game{
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// class GameConstants
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// =====================================================
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const Vec4f BLACK(0, 0, 0, 1);
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const Vec4f RED(1, 0, 0, 1);
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const Vec4f GREEN(0, 1, 0, 1);
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const Vec4f BLUE(0, 0, 1, 1);
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const Vec4f GLASS(1, 1, 1, 0.3);
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const Vec4f CYAN(0, 1, 1, 1);
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const Vec4f YELLOW(1, 1, 0, 1);
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const Vec4f MAGENTA(1, 0, 1, 1);
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const Vec4f WHITE(1, 1, 1, 1);
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const Vec4f BLACK(0.0f, 0.0f, 0.0f, 1.0f);
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const Vec4f RED(1.0f, 0.0f, 0.0f, 1.0f);
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const Vec4f GREEN(0.0f, 1.0f, 0.0f, 1.0f);
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const Vec4f BLUE(0.0f, 0.0f, 1.0f, 1.0f);
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const Vec4f GLASS(1.0f, 1.0f, 1.0f, 0.3f);
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const Vec4f CYAN(0.0f, 1.0f, 1.0f, 1.0f);
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const Vec4f YELLOW(1.0f, 1.0f, 0.0f, 1.0f);
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const Vec4f MAGENTA(1.0f, 0.0f, 1.0f, 1.0f);
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const Vec4f WHITE(1.0f, 1.0f, 1.0f, 1.0f);
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enum PathFinderType {
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pfBasic,
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@ -547,7 +547,7 @@ void MenuStateConnectedGame::render() {
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renderer.renderLabel(&labelPlayers[i],&playerColor);
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// Blend the color with white so make it more readable
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Vec4f newColor(1.f, 1.f, 1.f, 0.57);
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Vec4f newColor(1.f, 1.f, 1.f, 0.57f);
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renderer.renderLabel(&labelPlayers[i],&newColor);
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//int quadWidth = labelPlayerNames[i].getX() - labelPlayers[i].getX() - 5;
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@ -1072,7 +1072,7 @@ void MenuStateCustomGame::render() {
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renderer.renderLabel(&labelPlayers[i],&playerColor);
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// Blend the color with white so make it more readable
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Vec4f newColor(1.f, 1.f, 1.f, 0.57);
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Vec4f newColor(1.f, 1.f, 1.f, 0.57f);
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renderer.renderLabel(&labelPlayers[i],&newColor);
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//int quadWidth = labelPlayerNames[i].getX() - labelPlayers[i].getX() - 5;
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@ -441,6 +441,7 @@ void TextureCubeGl::end(){
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void TextureGl::OutputTextureDebugInfo(const Pixmap2D *pixmap,Texture::Format format, int components,const string path) {
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/*
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GLint glFormat= toFormatGl(format, components);
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printf("**** Texture filename: [%s] format = %d components = %d, glFormat = %d, path [%s]\n",pixmap->getPath().c_str(),format,components,glFormat,path.c_str());
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@ -460,6 +461,7 @@ void TextureGl::OutputTextureDebugInfo(const Pixmap2D *pixmap,Texture::Format fo
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &compressed);
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error = glGetError();
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printf("**** Texture image compression format used: %d, error [%d]\n",compressed,error);
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*/
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}
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}}}//end namespace
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