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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #772 from DraconicEnt/cleanup-compile-warnings
Cleanup: Resolve several compiler warnings associated with TORQUE_DEBUG
This commit is contained in:
commit
1444f47b88
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@ -247,7 +247,7 @@ bool TerrainAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<Terrai
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{
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//Didn't find any assets
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//If possible, see if we can run an in-place import and the get the asset from that
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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Con::warnf("TerrainAsset::getAssetByFilename - Attempted to in-place import a terrainFile(%s) that had no associated asset", fileName);
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#endif
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@ -46,7 +46,7 @@ void GFXCardProfiler::loadProfileScript(const char* aScriptName)
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if(data == NULL)
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{
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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Con::warnf(" - No card profile %s exists", scriptName.c_str());
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#endif
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return;
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@ -54,7 +54,7 @@ void GFXCardProfiler::loadProfileScript(const char* aScriptName)
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const char *script = static_cast<const char *>(data);
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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Con::printf(" - Loaded card profile %s", scriptName.c_str());
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#endif
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@ -45,7 +45,7 @@ GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *p
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mFrameAllocatorPtr(NULL)
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{
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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mFrameAllocatorMarkGuard = FrameAllocator::getWaterMark();
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#endif
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@ -90,7 +90,7 @@ GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
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mFrameAllocatorMark = FrameAllocator::getWaterMark();
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mFrameAllocatorPtr = (U8*)FrameAllocator::alloc( size );
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mLockedRect.bits = mFrameAllocatorPtr;
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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mFrameAllocatorMarkGuard = FrameAllocator::getWaterMark();
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#endif
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@ -102,10 +102,10 @@ private:
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//FrameAllocator
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U32 mFrameAllocatorMark;
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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U32 mFrameAllocatorMarkGuard;
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#endif
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U8 *mFrameAllocatorPtr;
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};
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#endif
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#endif
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@ -208,7 +208,7 @@ GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER, GL
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GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer)
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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// Handy macro for checking the status of a framebuffer. Framebuffers can fail in
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// all sorts of interesting ways, these are just the most common. Further, no existing GL profiling
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@ -42,7 +42,7 @@ void TamlCustomField::set( const char* pFieldName, const char* pFieldValue )
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// Set field name.
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mFieldName = StringTable->insert( pFieldName );
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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// Is the field value too big?
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if ( dStrlen(pFieldValue) >= sizeof(mFieldValue) )
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{
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@ -640,7 +640,7 @@ public:
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private:
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inline TamlCustomField* registerField( TamlCustomField* pCustomField )
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{
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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// Ensure a field name conflict does not exist.
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for( Vector<TamlCustomField*>::iterator nodeFieldItr = mFields.begin(); nodeFieldItr != mFields.end(); ++nodeFieldItr )
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{
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@ -724,7 +724,7 @@ public:
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// Set ignore-empty flag.
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pCustomNode->setIgnoreEmpty( ignoreEmpty );
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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// Ensure a node name conflict does not exist.
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for( TamlCustomNodeVector::iterator nodeItr = mNodes.begin(); nodeItr != mNodes.end(); ++nodeItr )
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{
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