Fix many warnings about implicit integer conversions when compiling for 64 bits.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2015-02-20 01:20:08 -04:00
parent 85de3c41fb
commit ebc68023a7
39 changed files with 114 additions and 114 deletions
+3 -3
View File
@@ -401,7 +401,7 @@ void Shader::attach(bool temporary)
for (size_t i = 0; i < activeTexUnits.size(); ++i)
{
if (activeTexUnits[i] > 0)
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
gl.bindTextureToUnit(activeTexUnits[i], (int) i + 1, false);
}
// We always want to use texture unit 0 for everyhing else.
@@ -589,7 +589,7 @@ int Shader::getTextureUnit(const std::string &name)
if (freeunit_it != textureCounters.end())
{
// we don't want to use unit 0
texunit = std::distance(textureCounters.begin(), freeunit_it) + 1;
texunit = (int) std::distance(textureCounters.begin(), freeunit_it) + 1;
}
else
{
@@ -600,7 +600,7 @@ int Shader::getTextureUnit(const std::string &name)
throw love::Exception("No more texture units available for shader.");
// we don't want to use unit 0
texunit = std::distance(activeTexUnits.begin(), nextunit_it) + 1;
texunit = (int) std::distance(activeTexUnits.begin(), nextunit_it) + 1;
}
texUnitPool[name] = texunit;