static_casts; gl ->> gl.gl

This commit is contained in:
Andreas Fabri 2015-07-10 12:41:36 +02:00
parent 135f70c65a
commit df76f756d4
1 changed files with 7 additions and 7 deletions

View File

@ -345,7 +345,7 @@ void Scene_implicit_function_item::initialize_buffers() const
vao[0].bind();
buffers[0].bind();
buffers[0].allocate(v_cube.data(), v_cube.size()*sizeof(float));
buffers[0].allocate(v_cube.data(), static_cast<int>(v_cube.size()*sizeof(float)));
vertexLocation[0] = rendering_program.attributeLocation("vertex");
rendering_program.enableAttributeArray(vertexLocation[0]);
rendering_program.setAttributeBuffer(vertexLocation[0],GL_FLOAT,0,3);
@ -356,7 +356,7 @@ void Scene_implicit_function_item::initialize_buffers() const
//cutting plane
vao[1].bind();
buffers[1].bind();
buffers[1].allocate(v_plan.data(), v_plan.size()*sizeof(float));
buffers[1].allocate(v_plan.data(), static_cast<int>(v_plan.size()*sizeof(float)));
vertexLocation[1] = tex_rendering_program.attributeLocation("vertex");
tex_rendering_program.bind();
tex_rendering_program.setAttributeBuffer(vertexLocation[1],GL_FLOAT,0,3);
@ -365,7 +365,7 @@ void Scene_implicit_function_item::initialize_buffers() const
tex_rendering_program.release();
buffers[2].bind();
buffers[2].allocate(texture_map.data(), texture_map.size()*sizeof(float));
buffers[2].allocate(texture_map.data(), static_cast<int>(texture_map.size()*sizeof(float)));
tex_Location = tex_rendering_program.attributeLocation("tex_coord");
tex_rendering_program.bind();
tex_rendering_program.setAttributeBuffer(tex_Location,GL_FLOAT,0,2);
@ -435,16 +435,16 @@ Scene_implicit_function_item::draw(QGLViewer* viewer) const
rendering_program.bind();
color.setRgbF(0.0,0.0,0.0);
rendering_program.setUniformValue(colorLocation[0], color);
glDrawArrays(GL_LINES, 0, v_cube.size()/3);
glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(v_cube.size()/3));
rendering_program.release();
vao[0].release();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
gl.glActiveTexture(GL_TEXTURE0);
gl.glBindTexture(GL_TEXTURE_2D, textureId);
vao[1].bind();
tex_rendering_program.bind();
glDrawArrays(GL_TRIANGLES, 0, v_plan.size()/3);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(v_plan.size()/3));
tex_rendering_program.release();
vao[1].release();