mirror of https://github.com/axmolengine/axmol.git
parent
0c70660551
commit
89152b2856
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@ -111,7 +111,7 @@ void Animate3D::startWithTarget(Node *target)
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auto skin = sprite->getSkeleton();
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bool hasCurve = false;
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for (int i = 0; i < skin->getBoneCount(); i++) {
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auto bone = skin->getBoneByIndex(static_cast<unsigned int>(i));
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auto bone = skin->getBoneByIndex(static_cast<unsigned int>(i));
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auto curve = _animation->getBoneCurveByName(bone->getName());
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if (curve)
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{
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@ -442,7 +442,7 @@ bool Bundle3D::loadMeshDatasBinary(MeshDatas& meshdatas)
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if (_version != "0.3" && _version != "0.4" && _version != "0.5")
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{
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//read mesh aabb
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float aabb[6];
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float aabb[6];
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if (_binaryReader.read(aabb, 4, 6) != 6)
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{
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CCLOG("warning: Failed to read meshdata: aabb '%s'.", _path.c_str());
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@ -695,7 +695,7 @@ bool Bundle3D::loadMeshDatasJson(MeshDatas& meshdatas)
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MeshVertexAttrib tempAttrib;
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meshData->attribCount=mesh_vertex_attribute.Size();
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meshData->attribs.resize(meshData->attribCount);
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for (rapidjson::SizeType i = 0; i < mesh_vertex_attribute.Size(); i++)
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for (rapidjson::SizeType i = 0; i < mesh_vertex_attribute.Size(); i++)
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{
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const rapidjson::Value& mesh_vertex_attribute_val = mesh_vertex_attribute[i];
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@ -1382,7 +1382,7 @@ bool Bundle3D::loadAnimationDataJson(const std::string& id, Animation3DData* ani
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if(!id.empty())
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{
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for (rapidjson::SizeType i = 0; i < animation_data_array.Size(); i++)
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for (rapidjson::SizeType i = 0; i < animation_data_array.Size(); i++)
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{
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if(animation_data_array[i][ID].GetString() == id)
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{
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@ -170,7 +170,7 @@ std::string BundleReader::readString()
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std::string str;
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ssize_t validLength = _length - _position;
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if (length > 0 && static_cast<ssize_t>(length) <= validLength)
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if (length > 0 && static_cast<ssize_t>(length) <= validLength)
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{
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str.resize(length);
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if (read(&str[0], 1, length) != length)
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@ -722,7 +722,7 @@ void EventFrame::setNode(cocos2d::Node* node)
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void EventFrame::onEnter(Frame *nextFrame, int currentFrameIndex)
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{
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if (static_cast<int>(_frameIndex) < _action->getStartFrame() || static_cast<int>(_frameIndex) > _action->getEndFrame())
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if (static_cast<int>(_frameIndex) < _action->getStartFrame() || static_cast<int>(_frameIndex) > _action->getEndFrame())
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return;
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if (currentFrameIndex >= static_cast<int>(_frameIndex))
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@ -137,8 +137,8 @@ void RenderQueue::clear()
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void RenderQueue::saveRenderState()
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{
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_isDepthEnabled = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE;
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_isCullEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE;
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_isDepthEnabled = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE;
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_isCullEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE;
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glGetBooleanv(GL_DEPTH_WRITEMASK, &_isDepthWrite);
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CHECK_GL_ERROR_DEBUG();
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