Fix compiler warnings
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0dd3c62a43
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d1092349f7
@ -173,68 +173,6 @@ void LODNode::OnRegisterSceneNode()
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const u32 now = irr_driver->getDevice()->getTimer()->getTime();
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const u32 now = irr_driver->getDevice()->getTimer()->getTime();
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// support an optional, mostly hard-coded fade-in/out effect for objects with a single level
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if (m_nodes.size() == 1 && (m_nodes[0]->getType() == scene::ESNT_MESH ||
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m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH) &&
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now > m_last_tick)
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{
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if (m_previous_visibility == WAS_HIDDEN && shown)
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{
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scene::IMesh* mesh;
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if (m_nodes[0]->getType() == scene::ESNT_MESH)
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{
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scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)(m_nodes[0]);
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mesh = node->getMesh();
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}
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else
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{
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assert(m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH);
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scene::IAnimatedMeshSceneNode* node =
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(scene::IAnimatedMeshSceneNode*)(m_nodes[0]);
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assert(node != NULL);
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mesh = node->getMesh();
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}
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}
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else if (m_previous_visibility == WAS_SHOWN && !shown)
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{
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scene::IMesh* mesh;
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if (m_nodes[0]->getType() == scene::ESNT_MESH)
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{
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scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)(m_nodes[0]);
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mesh = node->getMesh();
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}
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else
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{
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assert(m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH);
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scene::IAnimatedMeshSceneNode* node =
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(scene::IAnimatedMeshSceneNode*)(m_nodes[0]);
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assert(node != NULL);
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mesh = node->getMesh();
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}
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}
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else if (m_previous_visibility == FIRST_PASS && !shown)
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{
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scene::IMesh* mesh;
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if (m_nodes[0]->getType() == scene::ESNT_MESH)
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{
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scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)(m_nodes[0]);
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mesh = node->getMesh();
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}
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else
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{
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assert(m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH);
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scene::IAnimatedMeshSceneNode* node =
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(scene::IAnimatedMeshSceneNode*)(m_nodes[0]);
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assert(node != NULL);
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mesh = node->getMesh();
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}
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}
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}
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m_previous_visibility = (shown ? WAS_SHOWN : WAS_HIDDEN);
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m_previous_visibility = (shown ? WAS_SHOWN : WAS_HIDDEN);
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m_last_tick = now;
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m_last_tick = now;
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#ifndef SERVER_ONLY
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#ifndef SERVER_ONLY
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@ -276,7 +214,7 @@ void LODNode::autoComputeLevel(float scale)
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// Then we recompute the level of detail culling distance
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// Then we recompute the level of detail culling distance
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int biais = m_detail.size();
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int biais = m_detail.size();
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for(int i = 0; i < m_detail.size(); i++)
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for(unsigned i = 0; i < m_detail.size(); i++)
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{
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{
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m_detail[i] = ((step / biais) * (i + 1));
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m_detail[i] = ((step / biais) * (i + 1));
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biais--;
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biais--;
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