qreal time = timeInt / 1000.;
double frameAt; //double just for modf
- qreal progress;
+ qreal progress = 0.0;
if (!m_paused) {
//Advance State (keeps time for psuedostates)
m_spriteEngine->updateSprites(timeInt);
void QQuickShaderEffectCommon::lookThroughShaderCode(QQuickItem *item, Key::ShaderType shaderType, const QByteArray &code)
{
int index = 0;
- int typeIndex, typeLength, nameIndex, nameLength;
+ int typeIndex = -1;
+ int typeLength = 0;
+ int nameIndex = -1;
+ int nameLength = 0;
const char *s = code.constData();
- VariableQualifier decl;
+ VariableQualifier decl = AttributeQualifier;
while ((index = qt_search_for_variable(s, code.size(), index, decl, typeIndex, typeLength,
nameIndex, nameLength)) != -1)
{