diff --git a/Engine/source/gfx/bitmap/gBitmap.cpp b/Engine/source/gfx/bitmap/gBitmap.cpp index 82c8b2c7f..b0b205aa1 100644 --- a/Engine/source/gfx/bitmap/gBitmap.cpp +++ b/Engine/source/gfx/bitmap/gBitmap.cpp @@ -409,7 +409,7 @@ void GBitmap::allocateBitmapWithMips(const U32 in_width, const U32 in_height, co mNumMipLevels++; allocPixels += currWidth * currHeight * mBytesPerPixel; - } while (currWidth != 1 || currHeight != 1 && mNumMipLevels != in_numMips); + } while ((currWidth != 1 || currHeight != 1) && (mNumMipLevels != in_numMips)); } AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels"); diff --git a/Engine/source/platformSDL/sdlInputManager.cpp b/Engine/source/platformSDL/sdlInputManager.cpp index 8a6bec8f4..26aa48c42 100644 --- a/Engine/source/platformSDL/sdlInputManager.cpp +++ b/Engine/source/platformSDL/sdlInputManager.cpp @@ -822,7 +822,7 @@ DefineEngineStaticMethod(SDLInputManager, ControllerNameForIndex, const char *, "@see https://wiki.libsdl.org/SDL_GameControllerNameForIndex \n" "@ingroup Input") { - if (sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks() || !SDL_IsGameController(sdlIndex)) + if ((sdlIndex >= 0 && sdlIndex < SDL_NumJoysticks()) || (!SDL_IsGameController(sdlIndex))) return SDL_GameControllerNameForIndex(sdlIndex); return NULL; } diff --git a/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp b/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp index 72c50cd40..8d2af2fe4 100644 --- a/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp +++ b/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp @@ -33,7 +33,7 @@ void DebugVizHLSL::processPix(Vector& componentList, S32 vizDisplayMode = Con::getIntVariable("$Viz_DisplayMode", 0); S32 surfaceVizMode = Con::getIntVariable("$Viz_SurfacePropertiesModeVar", -1); - if (surfaceVizMode != -1 && vizDisplayMode == 0 || vizDisplayMode == 1) + if ((surfaceVizMode != -1 && vizDisplayMode == 0) || vizDisplayMode == 1) { if (color) {