}
}
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;
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
// 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) {