Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
Render::Geometry* geometry,
- unsigned int blendingBitmask,
+ uint32_t blendingBitmask,
const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
Render::Geometry* geometry,
- unsigned int blendingBitmask,
+ uint32_t blendingBitmask,
const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
- unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
+ uint32_t maxMaps = static_cast<uint32_t>( uniformMap.Count() + uniformMapNode.Count() ); // 4,294,967,295 maps should be enough
mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
mUniformIndexMap.Resize( maxMaps );
- unsigned int mapIndex(0);
+ uint32_t mapIndex = 0;
for(; mapIndex < uniformMap.Count() ; ++mapIndex )
{
mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
}
- for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+ for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
{
- unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
+ uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
bool found(false);
- for( unsigned int i(0); i<uniformMap.Count(); ++i )
+ for( uint32_t i = 0; i<uniformMap.Count(); ++i )
{
if( mUniformIndexMap[i].uniformIndex == uniformIndex )
{
bool Renderer::BindTextures( Context& context, Program& program )
{
- unsigned int textureUnit = 0;
+ uint32_t textureUnit = 0;
bool result = true;
GLint uniformLocation(-1);
std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
- for( size_t i(0); i<textures.size() && result; ++i )
+ for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
{
if( textures[i] )
{
mFaceCullingMode = mode;
}
-void Renderer::SetBlendingBitMask( unsigned int bitmask )
+void Renderer::SetBlendingBitMask( uint32_t bitmask )
{
mBlendingOptions.SetBitmask( bitmask );
}
mBlendingOptions.SetBlendColor( color );
}
-void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
{
mIndexedDrawFirstElement = firstElement;
}
-void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
{
mIndexedDrawElementsCount = elementsCount;
}