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Build fix for Windows
Fixes a number of places where uint was used and not defined. This commit was originally authored by gus. It rebased by Michael Mc Donnell to take recent commit fixes into account.
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1 changed files with 6 additions and 6 deletions
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@ -86,15 +86,15 @@ namespace MWRender
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normalMap->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getTerrainNormalMap ()->getName())));
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normalMap->setProperty ("tex_address_mode", sh::makeProperty<sh::StringValue> (new sh::StringValue("clamp")));
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uint maxLayers = getMaxLayers(terrain);
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uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
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uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
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Ogre::uint maxLayers = getMaxLayers(terrain);
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Ogre::uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
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Ogre::uint numLayers = std::min(maxLayers, static_cast<Ogre::uint>(terrain->getLayerCount()));
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p->mShaderProperties.setProperty ("num_layers", sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(numLayers))));
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p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
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// blend maps
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for (uint i = 0; i < numBlendTextures; ++i)
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for (Ogre::uint i = 0; i < numBlendTextures; ++i)
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{
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sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
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blendTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getBlendTextureName(i))));
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@ -102,7 +102,7 @@ namespace MWRender
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}
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// layer maps
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for (uint i = 0; i < numLayers; ++i)
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for (Ogre::uint i = 0; i < numLayers; ++i)
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{
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sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
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diffuseTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getLayerTextureName(i, 0))));
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@ -111,7 +111,7 @@ namespace MWRender
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}
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// shadow
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for (uint i = 0; i < 3; ++i)
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for (Ogre::uint i = 0; i < 3; ++i)
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{
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sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
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shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
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