float delay = 0.0f;
float duration = 0.0f;
- if( count < mRowsPerPage*mColumnsPerPage )
+ if( count < ( static_cast< size_t >( mRowsPerPage ) * mColumnsPerPage ) )
{
duration = durationPerActor;
delay = delayBetweenActors * count;
Vector3 stageSize( stage.GetSize() );
mScroll = Animation::New(10.0f);
- size_t actorCount( mRowsPerPage*mColumnsPerPage*mPageCount);
+ size_t actorCount( static_cast< size_t >( mRowsPerPage ) * mColumnsPerPage * mPageCount );
for( size_t i(0); i<actorCount; ++i )
{
if( gUseMesh )