Fixed build warnings on MSVC14 x64 in the MD3 and MD5 format sources.
authorJared Mulconry <j.mulconry@atomizergames.com>
Sat, 19 Nov 2016 15:40:18 +0000 (02:40 +1100)
committerJared Mulconry <j.mulconry@atomizergames.com>
Sat, 19 Nov 2016 15:40:18 +0000 (02:40 +1100)
code/MD3Loader.cpp
code/MD5Loader.cpp

index a99fb06..0736e84 100644 (file)
@@ -709,7 +709,7 @@ void MD3Importer::ConvertPath(const char* texture_name, const char* header_name,
             }
         }
         else len2 = std::min (len1, (size_t)(end2 - texture_name ));
-        if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
+        if (!ASSIMP_strincmp(texture_name,header_name,static_cast<unsigned int>(len2))) {
             // Use the file name only
             out = end2+1;
             return;
index 8c66f65..0703e92 100644 (file)
@@ -228,8 +228,8 @@ void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
     std::vector<bool> abHad(meshSrc.mVertices.size(),false);
 
     // allocate enough storage to keep the output structures
-    const unsigned int iNewNum = meshSrc.mFaces.size()*3;
-    unsigned int iNewIndex = meshSrc.mVertices.size();
+    const unsigned int iNewNum = static_cast<unsigned int>(meshSrc.mFaces.size()*3);
+    unsigned int iNewIndex = static_cast<unsigned int>(meshSrc.mVertices.size());
     meshSrc.mVertices.resize(iNewNum);
 
     // try to guess how much storage we'll need for new weights
@@ -719,16 +719,16 @@ void MD5Importer::LoadMD5CameraFile ()
     // every cut is written to a separate aiAnimation
     if (!cuts.size()) {
         cuts.push_back(0);
-        cuts.push_back(frames.size()-1);
+        cuts.push_back(static_cast<unsigned int>(frames.size()-1));
     }
     else {
         cuts.insert(cuts.begin(),0);
 
         if (cuts.back() < frames.size()-1)
-            cuts.push_back(frames.size()-1);
+            cuts.push_back(static_cast<unsigned int>(frames.size()-1));
     }
 
-    pScene->mNumAnimations = cuts.size()-1;
+    pScene->mNumAnimations = static_cast<unsigned int>(cuts.size()-1);
     aiAnimation** tmp = pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations];
     for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end()-1; ++it) {