Revision: 53308
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=53308
Author:   kupoman
Date:     2012-12-24 08:17:47 +0000 (Mon, 24 Dec 2012)
Log Message:
-----------
Some minor code cleanup to clean up some errors and warnings on gcc.

Modified Paths:
--------------
    branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
    
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

Modified: 
branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
===================================================================
--- 
branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp    
    2012-12-24 03:27:05 UTC (rev 53307)
+++ 
branches/ge_harmony/source/gameengine/Converter/KX_BlenderSceneConverter.cpp    
    2012-12-24 08:17:47 UTC (rev 53308)
@@ -366,17 +366,18 @@
        //Convert Post-process 2D Filters
        ShaderLink *link;
        Shader *shader;
+       Uniform *uni;
+       STR_String empty = STR_String(), text;
        int i;
        for (link = (ShaderLink *)blenderscene->gm.postfilters.first, i=0; 
link; link = link->next, i++) {
                shader = link->shader;
                if (shader) {
-                       STR_String text = STR_String(shader->source);
-                       Uniform *uni;
+                       text = STR_String(shader->source);
                        for (uni = (Uniform *)shader->uniforms.first; uni; uni 
= uni->next) {
                                destinationscene->Update2DUniform(i, 
STR_String(uni->name), (RAS_UNIFORM_TYPE)uni->type, uni->data);
                        }
                        if (shader->location == SHADER_LOC_BUILTIN)
-                               destinationscene->Update2DFilter(NULL, 
(RAS_2DFILTER_MODE)shader->sourceenum, i, STR_String());
+                               destinationscene->Update2DFilter(NULL, 
(RAS_2DFILTER_MODE)shader->sourceenum, i, empty);
                        else
                                destinationscene->Update2DFilter(NULL, 
RAS_2DFILTER_CUSTOMFILTER, i, text);
                }

Modified: 
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- 
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
      2012-12-24 03:27:05 UTC (rev 53307)
+++ 
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
      2012-12-24 08:17:47 UTC (rev 53308)
@@ -32,6 +32,7 @@
  
 #include <math.h>
 #include <stdlib.h>
+#include <stdio.h>
  
 #include "RAS_OpenGLRasterizer.h"
 
@@ -101,15 +102,15 @@
        m_attrib_num(0),
        //m_last_alphablend(GPU_BLEND_SOLID),
        m_last_frontface(true),
-       m_materialCachingInfo(0),
-       m_storage_type(storage),
+       m_technique(tech),
+       m_prepass_count(2),
+       m_render_count(1),
        m_width(0),
        m_height(0),
-       m_technique(tech),
        m_prepass_shader_default(NULL),
        m_light_shader_default(NULL),
-       m_prepass_count(2),
-       m_render_count(1)
+       m_materialCachingInfo(0),
+       m_storage_type(storage)
 {
        m_viewmatrix.setIdentity();
        m_viewinvmatrix.setIdentity();
@@ -1306,7 +1307,7 @@
        }
        else {
                Shader *shader = shaders[0];
-               GPUShader *gshader;
+               GPUShader *gshader = NULL;
                switch (shader->type) {
                        case SHADER_TYPE_VERTEX:
                                gshader = GPU_shader_create(shader->source, 
NULL, NULL, NULL, 0, 0);
@@ -1377,7 +1378,7 @@
        bind = GPU_shader_get_uniform(m_light_shader, "inv_proj_matrix");
        GPU_shader_uniform_vector(m_light_shader, bind, 16, 1, inv_proj_matrix);
 
-       float bounds[2] = {m_width, m_height};
+       float bounds[2] = {(float)m_width, (float)m_height};
        bind = GPU_shader_get_uniform(m_light_shader, "bounds");
        GPU_shader_uniform_vector(m_light_shader, bind, 2, 1, bounds);
 }

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