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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Corrected FeatureSet::getNextFeatureIndex and ShaderFeature::getProcessIndex signed mismatch.
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6a2d394d90
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@ -170,7 +170,7 @@ void FeatureSet::removeFeature( const FeatureType &type )
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}
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}
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U32 FeatureSet::getNextFeatureIndex( const FeatureType &type, S32 index ) const
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S32 FeatureSet::getNextFeatureIndex( const FeatureType &type, S32 index ) const
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{
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for ( U32 i=0; i < mFeatures.size(); i++ )
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{
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@ -106,7 +106,7 @@ public:
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void removeFeature( const FeatureType &type );
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///
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U32 getNextFeatureIndex( const FeatureType &type, S32 index ) const;
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S32 getNextFeatureIndex( const FeatureType &type, S32 index ) const;
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/// Removes features that are not in the input set.
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void filter( const FeatureSet &features );
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@ -153,7 +153,7 @@ public:
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void setProcessIndex( S32 index ) { mProcessIndex = index; }
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///
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U32 getProcessIndex() const { return mProcessIndex; }
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S32 getProcessIndex() const { return mProcessIndex; }
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//-----------------------------------------------------------------------
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// Virtual Functions
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@ -298,7 +298,7 @@ TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
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void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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const S32 detailIndex = getProcessIndex();
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// Grab incoming texture coords... the base map feature
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// made sure this was created.
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@ -383,7 +383,7 @@ void TerrainDetailMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
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void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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const S32 detailIndex = getProcessIndex();
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Var *inTex = getVertTexCoord( "texCoord" );
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MultiLine *meta = new MultiLine;
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@ -615,7 +615,7 @@ TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
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void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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const S32 detailIndex = getProcessIndex();
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// Grab incoming texture coords... the base map feature
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// made sure this was created.
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@ -673,7 +673,7 @@ void TerrainMacroMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentL
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void TerrainMacroMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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const U32 detailIndex = getProcessIndex();
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const S32 detailIndex = getProcessIndex();
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Var *inTex = getVertTexCoord( "texCoord" );
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MultiLine *meta = new MultiLine;
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@ -900,7 +900,7 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement( new GenOp( " @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
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}
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const U32 normalIndex = getProcessIndex();
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const S32 normalIndex = getProcessIndex();
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Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
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AssertFatal( detailBlend, "The detail blend is missing!" );
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