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authorErik Verbruggen <erik.verbruggen@digia.com>2014-03-04 12:29:03 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-03-05 13:14:10 +0100
commit7e87bf0bb7dd5b64fca0fedce046d7ab0475a4c6 (patch)
tree5124f2f9f28663403c81779cda612c1f939dc725 /src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
parent6269e4fafc882b9727fe06b405b876af99060d8c (diff)
Fix MSVC2012 compiler warnings.
Tested on both win32 and win64. Change-Id: I47755e2da51829e61e1452eaaf84a057224b478b Reviewed-by: Simon Hausmann <simon.hausmann@digia.com> Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
Diffstat (limited to 'src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp')
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index c65c80ebd3..8a430c15a2 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -2683,7 +2683,7 @@ void Renderer::visualizeOverdraw_helper(Node *node)
shader->setUniformValue(shader->matrix, matrix);
QColor color = node->element()->batch->isOpaque ? QColor::fromRgbF(0.3, 1.0, 0.3) : QColor::fromRgbF(1.0, 0.3, 0.3);
- float ca = 0.33;
+ float ca = 0.33f;
shader->setUniformValue(shader->color, color.redF() * ca, color.greenF() * ca, color.blueF() * ca, ca);
visualizeDrawGeometry(gn->geometry());
@@ -2705,7 +2705,7 @@ void Renderer::visualizeOverdraw()
glBlendFunc(GL_ONE, GL_ONE);
static float step = 0;
- step += M_PI * 2 / 1000.;
+ step += static_cast<float>(M_PI * 2 / 1000.);
if (step > M_PI * 2)
step = 0;
float angle = 80.0 * sin(step);
@@ -2796,7 +2796,7 @@ void Renderer::visualize()
glEnableVertexAttribArray(0);
// Blacken out the actual rendered content...
- float bgOpacity = 0.8;
+ float bgOpacity = 0.8f;
if (m_visualizeMode == VisualizeBatches)
bgOpacity = 1.0;
float v[] = { -1, 1, 1, 1, -1, -1, 1, -1 };
@@ -2814,7 +2814,7 @@ void Renderer::visualize()
} else if (m_visualizeMode == VisualizeClipping) {
QRect viewport = viewportRect();
shader->setUniformValue(shader->tweak, viewport.width(), viewport.height(), 0.5, 0);
- shader->setUniformValue(shader->color, 0.2, 0, 0, 0.2);
+ shader->setUniformValue(shader->color, GLfloat(0.2), 0, 0, GLfloat(0.2));
visualizeClipping(rootNode());
} else if (m_visualizeMode == VisualizeChanges) {
visualizeChanges(m_nodes.value(rootNode()));