mirror of https://github.com/bjornbytes/lovr.git
Fix some gcc warnings;
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115465b201
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@ -2247,20 +2247,20 @@ static bool openxr_animateFB(Model* model, const ModelInfo* info) {
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XR_HAND_JOINT_LITTLE_DISTAL_EXT
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};
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float position[4], orientation[4];
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float scale[4] = { 1.f, 1.f, 1.f, 1.f };
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// The following can be optimized a lot (ideally we would set the global transform for the nodes)
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for (uint32_t i = 0; i < HAND_JOINT_COUNT; i++) {
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if (jointParents[i] == ~0u) {
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XrPosef* pose = &joints[i].pose;
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lovrModelSetNodeTransform(model, i, &pose->position.x, scale, &pose->orientation.x, 1.f);
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vec3_init(position, &pose->position.x);
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quat_init(orientation, &pose->orientation.x);
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lovrModelSetNodeTransform(model, i, position, scale, orientation, 1.f);
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} else {
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XrPosef* parent = &joints[jointParents[i]].pose;
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XrPosef* pose = &joints[i].pose;
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// Convert global pose to parent-local pose (premultiply with inverse of parent pose)
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// TODO there should be maf for this
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float position[4], orientation[4];
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vec3_init(position, &pose->position.x);
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vec3_sub(position, &parent->position.x);
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@ -2391,10 +2391,10 @@ static Pass* openxr_getPass(void) {
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lovrPassReset(state.pass);
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lovrPassSetCanvas(state.pass, textures, depth, state.depthFormat, state.config.antialias ? 4 : 1);
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float background[4];
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LoadAction load = LOAD_CLEAR;
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lovrGraphicsGetBackgroundColor(background);
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lovrPassSetClear(state.pass, &load, &background, LOAD_CLEAR, 0.f);
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float background[4][4];
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LoadAction loads[4] = { LOAD_CLEAR };
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lovrGraphicsGetBackgroundColor(background[0]);
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lovrPassSetClear(state.pass, loads, background, LOAD_CLEAR, 0.f);
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uint32_t count;
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XrView views[2];
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@ -273,10 +273,10 @@ static Pass* simulator_getPass(void) {
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lovrPassSetCanvas(state.pass, textures, NULL, state.depthFormat, state.config.antialias ? 4 : 1);
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}
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float background[4];
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LoadAction load = LOAD_CLEAR;
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lovrGraphicsGetBackgroundColor(background);
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lovrPassSetClear(state.pass, &load, &background, LOAD_CLEAR, 0.f);
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float background[4][4];
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LoadAction loads[4] = { LOAD_CLEAR };
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lovrGraphicsGetBackgroundColor(background[0]);
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lovrPassSetClear(state.pass, loads, background, LOAD_CLEAR, 0.f);
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float viewMatrix[16];
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mat4_fromPose(viewMatrix, state.headPosition, state.headOrientation);
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