Commit 045c81ca authored by Thery Sylvain's avatar Thery Sylvain
Browse files

remove some warnings

parent 66bbb974
...@@ -37,6 +37,8 @@ protected: ...@@ -37,6 +37,8 @@ protected:
std::string m_name; // TODO inutile ?? std::string m_name; // TODO inutile ??
public: public:
virtual ~RegisteredBaseAttribute() {}
/** /**
* affecte un nom de type a l'attribut * affecte un nom de type a l'attribut
*/ */
......
...@@ -38,7 +38,7 @@ template <typename T, unsigned int ORBIT> ...@@ -38,7 +38,7 @@ template <typename T, unsigned int ORBIT>
inline bool AttribMap::removeAttribute(AttributeHandler<T, ORBIT>& attr) inline bool AttribMap::removeAttribute(AttributeHandler<T, ORBIT>& attr)
{ {
assert(attr.isValid() || !"Invalid attribute handler") ; assert(attr.isValid() || !"Invalid attribute handler") ;
if(m_attribs[attr.getOrbit()].removeAttribute<T>(attr.getIndex())) if(m_attribs[attr.getOrbit()].template removeAttribute<T>(attr.getIndex()))
{ {
typedef std::multimap<AttributeMultiVectorGen*, AttributeHandlerGen*>::iterator IT ; typedef std::multimap<AttributeMultiVectorGen*, AttributeHandlerGen*>::iterator IT ;
std::pair<IT, IT> bounds = attributeHandlers.equal_range(attr.getDataVector()) ; std::pair<IT, IT> bounds = attributeHandlers.equal_range(attr.getDataVector()) ;
......
...@@ -48,6 +48,8 @@ class ClippingPreset ...@@ -48,6 +48,8 @@ class ClippingPreset
public : public :
virtual ~ClippingPreset() {}
/// public static constructor /// public static constructor
static ClippingPreset* CreateEmptyPreset(); static ClippingPreset* CreateEmptyPreset();
...@@ -92,7 +94,6 @@ protected : ...@@ -92,7 +94,6 @@ protected :
/// protected constructor (used by public static constructors or child class) /// protected constructor (used by public static constructors or child class)
ClippingPreset(); ClippingPreset();
/*********************************************** /***********************************************
* *
* Preset settings * Preset settings
......
...@@ -45,6 +45,7 @@ namespace Utils ...@@ -45,6 +45,7 @@ namespace Utils
class GTexture class GTexture
{ {
public: public:
virtual ~GTexture() {}
virtual void bind() {} virtual void bind() {}
}; };
......
...@@ -36,7 +36,7 @@ namespace QT ...@@ -36,7 +36,7 @@ namespace QT
ColorsChooser::ColorsChooser(SimpleQT *interf): ColorsChooser::ColorsChooser(SimpleQT *interf):
QtPopUp(false),m_interf(interf),m_current(0) QtPopUp(NULL,false),m_interf(interf),m_current(0)
{ {
m_list = new QListWidget(); m_list = new QListWidget();
m_diag = new QColorDialog(); m_diag = new QColorDialog();
......
...@@ -498,14 +498,14 @@ void SVGOut::endPoints() ...@@ -498,14 +498,14 @@ void SVGOut::endPoints()
void SVGOut::addPoint(const Geom::Vec3f& P) void SVGOut::addPoint(const Geom::Vec3f& P)
{ {
glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport); glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport);
glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport); // glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport);
m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2]))); m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2])));
} }
void SVGOut::addPoint(const Geom::Vec3f& P, const Geom::Vec3f& C) void SVGOut::addPoint(const Geom::Vec3f& P, const Geom::Vec3f& C)
{ {
glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport); glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport);
glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport); // glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport);
m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2])),C); m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2])),C);
} }
...@@ -527,10 +527,10 @@ void SVGOut::endLines() ...@@ -527,10 +527,10 @@ void SVGOut::endLines()
void SVGOut::addLine(const Geom::Vec3f& P, const Geom::Vec3f& P2) void SVGOut::addLine(const Geom::Vec3f& P, const Geom::Vec3f& P2)
{ {
glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport); glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport);
glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport); // glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport);
glm::vec3 Q2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,m_proj,m_viewport); glm::vec3 Q2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,m_proj,m_viewport);
glm::vec3 R2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,glm::mat4(1.0),m_viewport); // glm::vec3 R2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,glm::mat4(1.0),m_viewport);
m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2]))); m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2])));
m_current->addVertex(Geom::Vec3f(float(Q2[0]),float(m_viewport[3])-float(Q2[1]),float(Q2[2]))); m_current->addVertex(Geom::Vec3f(float(Q2[0]),float(m_viewport[3])-float(Q2[1]),float(Q2[2])));
...@@ -541,10 +541,10 @@ void SVGOut::addLine(const Geom::Vec3f& P, const Geom::Vec3f& P2) ...@@ -541,10 +541,10 @@ void SVGOut::addLine(const Geom::Vec3f& P, const Geom::Vec3f& P2)
void SVGOut::addLine(const Geom::Vec3f& P, const Geom::Vec3f& P2, const Geom::Vec3f& C) void SVGOut::addLine(const Geom::Vec3f& P, const Geom::Vec3f& P2, const Geom::Vec3f& C)
{ {
glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport); glm::vec3 Q = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,m_proj,m_viewport);
glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport); // glm::vec3 R = glm::project(glm::vec3(P[0],P[1],P[2]),m_model,glm::mat4(1.0),m_viewport);
glm::vec3 Q2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,m_proj,m_viewport); glm::vec3 Q2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,m_proj,m_viewport);
glm::vec3 R2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,glm::mat4(1.0),m_viewport); // glm::vec3 R2 = glm::project(glm::vec3(P2[0],P2[1],P2[2]),m_model,glm::mat4(1.0),m_viewport);
m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2])),C); m_current->addVertex(Geom::Vec3f(float(Q[0]),float(m_viewport[3])-float(Q[1]),float(Q[2])),C);
m_current->addVertex(Geom::Vec3f(float(Q2[0]),float(m_viewport[3])-float(Q2[1]),float(Q2[2])),C); m_current->addVertex(Geom::Vec3f(float(Q2[0]),float(m_viewport[3])-float(Q2[1]),float(Q2[2])),C);
......
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