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authorRémi Verschelde <rverschelde@gmail.com>2018-09-27 16:48:09 +0200
committerGitHub <noreply@github.com>2018-09-27 16:48:09 +0200
commit4cf5bb027678717263476e676cd23f881eef1ca1 (patch)
treea842d54e82a4998c8b593f86fef858560c10b4d2 /servers/visual/visual_server_scene.cpp
parentcb5a62903f9798da8b12f625cbd5a493f14e41d3 (diff)
parentcdc411fd54fbafc414b29abb1d50a0ff327f0d89 (diff)
downloadredot-engine-4cf5bb027678717263476e676cd23f881eef1ca1.tar.gz
Merge pull request #22446 from akien-mga/fix-warnings
Fix various warnings raised by GCC 5
Diffstat (limited to 'servers/visual/visual_server_scene.cpp')
-rw-r--r--servers/visual/visual_server_scene.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index eacb5f671c..5ac54623f2 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -902,7 +902,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) {
_update_instance_lightmap_captures(p_instance);
} else {
if (!p_instance->lightmap_capture_data.empty()) {
- !p_instance->lightmap_capture_data.resize(0); //not in use, clear capture data
+ p_instance->lightmap_capture_data.resize(0); //not in use, clear capture data
}
}
}
@@ -1378,9 +1378,12 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
float y_min = 0.f, y_max = 0.f;
float z_min = 0.f, z_max = 0.f;
+ // FIXME: z_max_cam is defined, computed, but not used below when setting up
+ // ortho_camera. Commented out for now to fix warnings but should be investigated.
float x_min_cam = 0.f, x_max_cam = 0.f;
float y_min_cam = 0.f, y_max_cam = 0.f;
- float z_min_cam = 0.f, z_max_cam = 0.f;
+ float z_min_cam = 0.f;
+ //float z_max_cam = 0.f;
float bias_scale = 1.0;
@@ -1442,7 +1445,7 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
x_min_cam = x_vec.dot(center) - radius;
y_max_cam = y_vec.dot(center) + radius;
y_min_cam = y_vec.dot(center) - radius;
- z_max_cam = z_vec.dot(center) + radius;
+ //z_max_cam = z_vec.dot(center) + radius;
z_min_cam = z_vec.dot(center) - radius;
if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {