Switched to integer naming conventions from C++0x (e.g. uint16_t)
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@ -14,7 +14,7 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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}
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void OpenGLWidget::setVolume(PolyVox::Volume<PolyVox::uint8>* volData)
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void OpenGLWidget::setVolume(PolyVox::Volume<PolyVox::uint8_t>* volData)
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{
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//First we free anything from the previous volume (if there was one).
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m_mapOpenGLSurfacePatches.clear();
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@ -26,11 +26,11 @@ void OpenGLWidget::setVolume(PolyVox::Volume<PolyVox::uint8>* volData)
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{
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//Our volume is broken down into cuboid regions, and we create one mesh for each region.
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//This three-level for loop iterates over each region.
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for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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for(uint16_t uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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{
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for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
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for(uint16_t uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
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{
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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for(uint16_t uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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{
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//Create a new surface patch (which is basiaclly the PolyVox term for a mesh).
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IndexedSurfacePatch* ispCurrent = new IndexedSurfacePatch();
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@ -38,13 +38,13 @@ void OpenGLWidget::setVolume(PolyVox::Volume<PolyVox::uint8>* volData)
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//Compute the extents of the current region
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//FIXME - This is a little complex? PolyVox could
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//provide more functions for dealing with regions?
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uint16 regionStartX = uRegionX * g_uRegionSideLength;
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uint16 regionStartY = uRegionY * g_uRegionSideLength;
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uint16 regionStartZ = uRegionZ * g_uRegionSideLength;
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uint16_t regionStartX = uRegionX * g_uRegionSideLength;
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uint16_t regionStartY = uRegionY * g_uRegionSideLength;
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uint16_t regionStartZ = uRegionZ * g_uRegionSideLength;
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uint16 regionEndX = regionStartX + g_uRegionSideLength + 1; //Why do we need the '+1' here?
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uint16 regionEndY = regionStartY + g_uRegionSideLength + 1; //Why do we need the '+1' here?
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uint16 regionEndZ = regionStartZ + g_uRegionSideLength + 1; //Why do we need the '+1' here?
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uint16_t regionEndX = regionStartX + g_uRegionSideLength + 1; //Why do we need the '+1' here?
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uint16_t regionEndY = regionStartY + g_uRegionSideLength + 1; //Why do we need the '+1' here?
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uint16_t regionEndZ = regionStartZ + g_uRegionSideLength + 1; //Why do we need the '+1' here?
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Vector3DInt32 regLowerCorner(regionStartX, regionStartY, regionStartZ);
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Vector3DInt32 regUpperCorner(regionEndX, regionEndY, regionEndZ);
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@ -131,11 +131,11 @@ void OpenGLWidget::paintGL()
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//Centre the volume on the origin
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glTranslatef(-g_uVolumeSideLength/2,-g_uVolumeSideLength/2,-g_uVolumeSideLength/2);
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for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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for(uint16_t uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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{
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for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
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for(uint16_t uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
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{
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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for(uint16_t uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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{
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Vector3DUint8 v3dRegPos(uRegionX,uRegionY,uRegionZ);
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if(m_bUseOpenGLVertexBufferObjects)
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