diff options
author | Campbell Barton <campbell@blender.org> | 2022-08-09 02:42:02 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-08-09 02:42:02 +0300 |
commit | f5fc9a7edf01c5801ddb52d6cbd6ae9ee82b1036 (patch) | |
tree | 5bffd28a863047dc5bebc7d2e49a58a30b22a37c /source | |
parent | 1e57ddf6eadcb4327f2689fb34f07fc5bf72331c (diff) |
Cleanup: compiler warnings
Diffstat (limited to 'source')
4 files changed, 15 insertions, 13 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; diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c index f2017e68b4c..2e2abd30ea2 100644 --- a/source/blender/editors/sculpt_paint/sculpt_uv.c +++ b/source/blender/editors/sculpt_paint/sculpt_uv.c @@ -629,11 +629,13 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm } /* fill the edges with data */ - int i = 0; - GHASH_ITER (gh_iter, edgeHash) { - data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter)); + { + int i = 0; + GHASH_ITER (gh_iter, edgeHash) { + data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter)); + } + data->totalUvEdges = BLI_ghash_len(edgeHash); } - data->totalUvEdges = BLI_ghash_len(edgeHash); /* cleanup temporary stuff */ BLI_ghash_free(edgeHash, NULL, NULL); diff --git a/source/blender/nodes/shader/nodes/node_shader_rgb.cc b/source/blender/nodes/shader/nodes/node_shader_rgb.cc index c854bc733a3..3d28f5278a2 100644 --- a/source/blender/nodes/shader/nodes/node_shader_rgb.cc +++ b/source/blender/nodes/shader/nodes/node_shader_rgb.cc @@ -17,7 +17,7 @@ static void node_declare(NodeDeclarationBuilder &b) static int gpu_shader_rgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), - GPUNodeStack *in, + GPUNodeStack * /*in*/, GPUNodeStack *out) { const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first); diff --git a/source/blender/nodes/shader/nodes/node_shader_value.cc b/source/blender/nodes/shader/nodes/node_shader_value.cc index b6b7fe10cf9..14dbb3b25eb 100644 --- a/source/blender/nodes/shader/nodes/node_shader_value.cc +++ b/source/blender/nodes/shader/nodes/node_shader_value.cc @@ -17,7 +17,7 @@ static void sh_node_value_declare(NodeDeclarationBuilder &b) static int gpu_shader_value(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), - GPUNodeStack *in, + GPUNodeStack * /*in*/, GPUNodeStack *out) { const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first); |