[Libreoffice-commits] core.git: chart2/source

Tor Lillqvist tml at collabora.com
Tue Mar 14 08:32:29 UTC 2017


 chart2/source/view/main/GL3DRenderer.cxx |   10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

New commits:
commit cbb2e6b76868d5c67a713b68310b44be59bfab3e
Author: Tor Lillqvist <tml at collabora.com>
Date:   Tue Mar 14 10:27:22 2017 +0200

    loplugin:implicitboolconversion
    
    For some reason this was not detected earlier, but now when the epoxy
    headers in f25 were updated, it is.
    
    Change-Id: I7be830153792414b0f913aaaecb2a1336ebf6fce

diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index c00bd18..d629681 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -934,7 +934,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon)
             float maxCoordX = m_fMinCoordX + m_fMaxCoordX;
             glUniform1fv(maResources.m_3DMinCoordXID, 1, &minCoordX);
             glUniform1fv(maResources.m_3DMaxCoordXID, 1, &maxCoordX);
-            glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
+            glUniform1i(maResources.m_3DUndrawID, static_cast<GLint>(m_bUndrawFlag));
             CHECK_GL_ERROR();
             //update light information
             glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor));
@@ -948,7 +948,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon)
             glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &polygon.material.diffuse[0]);
             glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &polygon.material.specular[0]);
             glUniform4fv(maResources.m_3DMaterialColorID, 1, &polygon.material.materialColor[0]);
-            glUniform1i(maResources.m_3DMaterialTwoSidesID, polygon.material.twoSidesLighting);
+            glUniform1i(maResources.m_3DMaterialTwoSidesID, static_cast<GLint>(polygon.material.twoSidesLighting));
             glUniform1f(maResources.m_3DMaterialShininessID, polygon.material.shininess);
             CHECK_GL_ERROR();
         }
@@ -1619,7 +1619,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
         {
             glUniform1fv(maResources.m_3DMinCoordXID, 1, &m_fMinCoordX);
             glUniform1fv(maResources.m_3DMaxCoordXID, 1, &m_fMaxCoordX);
-            glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
+            glUniform1i(maResources.m_3DUndrawID, static_cast<GLint>(m_bUndrawFlag));
             //update light information
             glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor));
             glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, reinterpret_cast<GLfloat*>(m_PositionWorldspace));
@@ -1680,7 +1680,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
                 glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &extrude3DInfo.material.diffuse[0]);
                 glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &extrude3DInfo.material.specular[0]);
                 glUniform4fv(maResources.m_3DMaterialColorID, 1, &extrude3DInfo.material.materialColor[0]);
-                glUniform1i(maResources.m_3DMaterialTwoSidesID, extrude3DInfo.material.twoSidesLighting);
+                glUniform1i(maResources.m_3DMaterialTwoSidesID, static_cast<GLint>(extrude3DInfo.material.twoSidesLighting));
                 glUniform1f(maResources.m_3DMaterialShininessID, extrude3DInfo.material.shininess);
             }
         }
@@ -2501,7 +2501,7 @@ void OpenGL3DRenderer::RenderBatchBars(bool bNewScene)
     {
         glUniform1fv(maResources.m_3DBatchMinCoordXID, 1, &m_fMinCoordX);
         glUniform1fv(maResources.m_3DBatchMaxCoordXID, 1, &m_fMaxCoordX);
-        glUniform1i(maResources.m_3DBatchUndrawID, m_bUndrawFlag);
+        glUniform1i(maResources.m_3DBatchUndrawID, static_cast<GLint>(m_bUndrawFlag));
         glUniformMatrix4fv(maResources.m_3DBatchTransMatrixID, 1, GL_FALSE, &m_ScrollMoveMatrix[0][0]);
     }
     glUniformMatrix4fv(maResources.m_3DBatchViewID, 1, GL_FALSE, &m_3DView[0][0]);


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