make implicit type conversions explicit
This commit is contained in:
@@ -117,7 +117,7 @@ void Painter::drawClippingMask() {
|
||||
|
||||
// Draw the clipping mask
|
||||
plainShader->setColor(1.0f, 0.0f, 1.0f, 1.0f);
|
||||
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.index());
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
||||
|
||||
// glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_EQUAL, 0x80, 0x80);
|
||||
@@ -287,7 +287,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
|
||||
|
||||
// Draw a rectangle that covers the entire viewport.
|
||||
coveringPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0));
|
||||
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.index());
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
||||
|
||||
} else {
|
||||
// Draw filling rectangle.
|
||||
@@ -297,7 +297,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
|
||||
|
||||
// Draw a rectangle that covers the entire viewport.
|
||||
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
|
||||
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.index());
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
||||
}
|
||||
|
||||
glStencilFunc(GL_EQUAL, 0x80, 0x80);
|
||||
@@ -428,16 +428,16 @@ void Painter::renderDebug(const Tile::Ptr& tile) {
|
||||
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(4.0f * transform.pixelRatio);
|
||||
glDrawArrays(GL_LINE_STRIP, 0, tileBorderBuffer.index());
|
||||
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index());
|
||||
|
||||
// draw debug info
|
||||
tile->debugFontArray.bind(*plainShader, tile->debugFontBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
lineWidth(4.0f * transform.pixelRatio);
|
||||
glDrawArrays(GL_LINES, 0, tile->debugFontBuffer.index());
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)tile->debugFontBuffer.index());
|
||||
plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
lineWidth(2.0f * transform.pixelRatio);
|
||||
glDrawArrays(GL_LINES, 0, tile->debugFontBuffer.index());
|
||||
glDrawArrays(GL_LINES, 0, (GLsizei)tile->debugFontBuffer.index());
|
||||
|
||||
// Revert blending mode to blend to the back.
|
||||
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
|
||||
@@ -454,7 +454,7 @@ void Painter::renderMatte() {
|
||||
// Draw the clipping mask
|
||||
matteArray.bind(*plainShader, matteBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(white);
|
||||
glDrawArrays(GL_TRIANGLES, 0, matteBuffer.index());
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)matteBuffer.index());
|
||||
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
}
|
||||
@@ -468,5 +468,5 @@ void Painter::renderBackground() {
|
||||
// Draw the clipping mask
|
||||
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
|
||||
plainShader->setColor(white);
|
||||
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.index());
|
||||
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user