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authorJacques Lucke <jacques@blender.org>2020-07-03 17:54:08 +0300
committerJacques Lucke <jacques@blender.org>2020-07-03 17:54:08 +0300
commit1019c9f582f2cb588eea16ac0e23abea71de6308 (patch)
treedc5f8cf49639f54dd65252f0f3c0400713ec68bb /source
parent883f9dd6e5f14e9139b35a39b62b08a346dc0a96 (diff)
Clang-Tidy: enable bugprone-too-small-loop-variable
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/render/render_shading.c4
-rw-r--r--source/blender/io/usd/intern/usd_writer_mesh.cc2
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/render/render_shading.c b/source/blender/editors/render/render_shading.c
index 49ab2c485b1..0e15db17e14 100644
--- a/source/blender/editors/render/render_shading.c
+++ b/source/blender/editors/render/render_shading.c
@@ -238,7 +238,7 @@ static int material_slot_assign_exec(bContext *C, wmOperator *UNUSED(op))
else {
/* Find the first matching material.
* Note: there may be multiple but that's not a common use case. */
- for (short i = 0; i < ob->totcol; i++) {
+ for (int i = 0; i < ob->totcol; i++) {
const Material *mat = BKE_object_material_get(ob, i + 1);
if (mat_active == mat) {
mat_nr_active = i;
@@ -339,7 +339,7 @@ static int material_slot_de_select(bContext *C, bool select)
else {
/* Find the first matching material.
* Note: there may be multiple but that's not a common use case. */
- for (short i = 0; i < ob->totcol; i++) {
+ for (int i = 0; i < ob->totcol; i++) {
const Material *mat = BKE_object_material_get(ob, i + 1);
if (mat_active == mat) {
mat_nr_active = i;
diff --git a/source/blender/io/usd/intern/usd_writer_mesh.cc b/source/blender/io/usd/intern/usd_writer_mesh.cc
index 29a9734f876..bd2c549e729 100644
--- a/source/blender/io/usd/intern/usd_writer_mesh.cc
+++ b/source/blender/io/usd/intern/usd_writer_mesh.cc
@@ -338,7 +338,7 @@ void USDGenericMeshWriter::assign_materials(const HierarchyContext &context,
* https://github.com/PixarAnimationStudios/USD/issues/542 for more info. */
bool mesh_material_bound = false;
pxr::UsdShadeMaterialBindingAPI material_binding_api(usd_mesh.GetPrim());
- for (short mat_num = 0; mat_num < context.object->totcol; mat_num++) {
+ for (int mat_num = 0; mat_num < context.object->totcol; mat_num++) {
Material *material = BKE_object_material_get(context.object, mat_num + 1);
if (material == nullptr) {
continue;