Cleanup: use function style casts, nullptr
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@@ -280,7 +280,6 @@ extern TransConvertTypeInfo TransConvertType_Tracking;
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extern TransConvertTypeInfo TransConvertType_TrackingCurves;
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#ifdef __cplusplus
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}
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#endif
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@@ -28,12 +28,12 @@ static float pack_islands_scale_margin(const Span<PackIsland *> &island_vector,
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for (const int64_t index : island_vector.index_range()) {
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PackIsland *island = island_vector[index];
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BoxPack *box = &box_array[index];
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box->index = (int)index;
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box->index = int(index);
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box->w = BLI_rctf_size_x(&island->bounds_rect) * scale + 2 * margin;
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box->h = BLI_rctf_size_y(&island->bounds_rect) * scale + 2 * margin;
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}
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float max_u, max_v;
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BLI_box_pack_2d(box_array, (int)island_vector.size(), &max_u, &max_v);
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BLI_box_pack_2d(box_array, int(island_vector.size()), &max_u, &max_v);
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return max_ff(max_u, max_v);
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}
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@@ -417,7 +417,7 @@ void GPU_framebuffer_clear_color(GPUFrameBuffer *fb, const float clear_col[4])
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void GPU_framebuffer_clear_depth(GPUFrameBuffer *fb, float clear_depth)
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{
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, clear_depth, 0x00);
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, nullptr, clear_depth, 0x00);
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}
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void GPU_framebuffer_clear_color_depth(GPUFrameBuffer *fb,
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@@ -429,12 +429,12 @@ void GPU_framebuffer_clear_color_depth(GPUFrameBuffer *fb,
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void GPU_framebuffer_clear_stencil(GPUFrameBuffer *fb, uint clear_stencil)
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{
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GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, clear_stencil);
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GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, nullptr, 0.0f, clear_stencil);
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}
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void GPU_framebuffer_clear_depth_stencil(GPUFrameBuffer *fb, float clear_depth, uint clear_stencil)
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{
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, clear_depth, clear_stencil);
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GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, nullptr, clear_depth, clear_stencil);
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}
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void GPU_framebuffer_clear_color_depth_stencil(GPUFrameBuffer *fb,
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