Fix a few compiler warnings (#2854)
* Fix compiler warnings in gpwrap.cpp * Fix compiler warning in skybox.cpp
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@ -245,8 +245,7 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h,
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for (unsigned i = 0; i < RTTs.size(); i++)
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for (unsigned i = 0; i < RTTs.size(); i++)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0);
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}
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}
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GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE_EXT);
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assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
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}
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}
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w,
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w,
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@ -270,8 +269,7 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w,
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DS, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DS, 0);
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}
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}
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GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE_EXT);
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assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
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if (layered)
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if (layered)
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glGenFramebuffers(1, &fbolayer);
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glGenFramebuffers(1, &fbolayer);
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}
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}
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@ -279,8 +279,7 @@ void Skybox::generateSpecularCubemap()
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
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m_specular_probe, level);
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m_specular_probe, level);
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GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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assert(status == GL_FRAMEBUFFER_COMPLETE);
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SpecularIBLGenerator::getInstance()
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SpecularIBLGenerator::getInstance()
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->setTextureUnits(m_cube_map, sample_texture);
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->setTextureUnits(m_cube_map, sample_texture);
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