diff options
-rw-r--r-- | .clang-tidy | 1 | ||||
-rw-r--r-- | source/blender/editors/render/render_shading.c | 4 | ||||
-rw-r--r-- | source/blender/io/usd/intern/usd_writer_mesh.cc | 2 |
3 files changed, 3 insertions, 4 deletions
diff --git a/.clang-tidy b/.clang-tidy index 108adffe64a..b39d77136f2 100644 --- a/.clang-tidy +++ b/.clang-tidy @@ -37,7 +37,6 @@ Checks: > -bugprone-integer-division, -bugprone-incorrect-roundings, -bugprone-suspicious-string-compare, - -bugprone-too-small-loop-variable, -bugprone-misplaced-widening-cast, -bugprone-not-null-terminated-result, -bugprone-suspicious-missing-comma, 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; |