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authorCampbell Barton <campbell@blender.org>2022-08-09 02:42:02 +0300
committerCampbell Barton <campbell@blender.org>2022-08-09 02:42:02 +0300
commitf5fc9a7edf01c5801ddb52d6cbd6ae9ee82b1036 (patch)
tree5bffd28a863047dc5bebc7d2e49a58a30b22a37c /source/blender/editors/mesh/editmesh_utils.c
parent1e57ddf6eadcb4327f2689fb34f07fc5bf72331c (diff)
Cleanup: compiler warnings
Diffstat (limited to 'source/blender/editors/mesh/editmesh_utils.c')
-rw-r--r--source/blender/editors/mesh/editmesh_utils.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/editors/mesh/editmesh_utils.c b/source/blender/editors/mesh/editmesh_utils.c
index 195a3686b3b..2882bdfcbf2 100644
--- a/source/blender/editors/mesh/editmesh_utils.c
+++ b/source/blender/editors/mesh/editmesh_utils.c
@@ -826,10 +826,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
}
/* For each BMVert, sort associated linked list into unique uvs. */
- int i;
- BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, i) {
+ int ev_index;
+ BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, ev_index) {
UvElement *newvlist = NULL;
- UvElement *vlist = element_map->vertex[i];
+ UvElement *vlist = element_map->vertex[ev_index];
while (vlist) {
/* Detach head from unsorted list. */
@@ -881,7 +881,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
}
/* Write back sorted list. */
- element_map->vertex[i] = newvlist;
+ element_map->vertex[ev_index] = newvlist;
}
MEM_SAFE_FREE(winding);
@@ -912,7 +912,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
/* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
* Now we should sort uv's in islands. */
- for (i = 0; i < totuv; i++) {
+ for (int i = 0; i < totuv; i++) {
if (element_map->storage[i].island == INVALID_ISLAND) {
int stacksize = 0;
element_map->storage[i].island = nislands;
@@ -965,7 +965,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
MEM_SAFE_FREE(island_number);
/* remap */
- for (i = 0; i < bm->totvert; i++) {
+ for (int i = 0; i < bm->totvert; i++) {
/* important since we may do selection only. Some of these may be NULL */
if (element_map->vertex[i]) {
element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]];
@@ -975,7 +975,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands,
"UvElementMap_island_indices");
j = 0;
- for (i = 0; i < totuv; i++) {
+ for (int i = 0; i < totuv; i++) {
UvElement *element = element_map->storage[i].next;
if (element == NULL) {
islandbuf[map[i]].next = NULL;