Review some warnings and formatting

This commit is contained in:
raysan5 2021-02-09 13:23:06 +01:00
parent 4e68524871
commit 9619e5cbf8

View file

@ -3904,11 +3904,11 @@ static Model LoadGLTF(const char *fileName)
short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
LOAD_ACCESSOR(short, 4, acc, bones);
for(int a = 0; a < acc->count * 4; a ++)
for (unsigned int a = 0; a < acc->count * 4; a ++)
{
cgltf_node* skinJoint = data->skins->joints[bones[a]];
for(int k = 0; k < data->nodes_count; k++)
for (unsigned int k = 0; k < data->nodes_count; k++)
{
if (&(data->nodes[k]) == skinJoint)
{
@ -4058,7 +4058,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
float animationDuration = 0.0f;
// Getting the max animation time to consider for animation duration
for (int i = 0; i < animation->channels_count; i++)
for (unsigned int i = 0; i < animation->channels_count; i++)
{
cgltf_animation_channel* channel = animation->channels + i;
int frameCounts = channel->sampler->input->count;
@ -4069,7 +4069,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
}
output->frameCount = animationDuration / TIMESTEP;
output->frameCount = (int)(animationDuration / TIMESTEP);
output->boneCount = data->nodes_count;
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
@ -4084,7 +4084,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
// Allocate data for frames
// Initiate with zero bone translations
for (unsigned int frame = 0; frame < output->frameCount; frame++)
for (int frame = 0; frame < output->frameCount; frame++)
{
output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
@ -4098,7 +4098,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
// for each single transformation type on single bone
for(int channelId = 0; channelId < animation->channels_count; channelId++)
for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
{
cgltf_animation_channel* channel = animation->channels + channelId;
cgltf_animation_sampler* sampler = channel->sampler;
@ -4116,7 +4116,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
// For this transformation:
// getting between which input values the current frame time position
// and also what is the percent to use in the linear interpolation later
for(int j = 0; j < sampler->input->count; j++)
for (unsigned int j = 0; j < sampler->input->count; j++)
{
float inputFrameTime;
if (GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
@ -4186,7 +4186,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
// Build frameposes
for (unsigned int frame = 0; frame < output->frameCount; frame++)
for (int frame = 0; frame < output->frameCount; frame++)
{
for (int i = 0; i < output->boneCount; i++)
{