Clang-Tidy: enable bugprone-too-small-loop-variable
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@ -37,7 +37,6 @@ Checks: >
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-bugprone-integer-division,
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-bugprone-incorrect-roundings,
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-bugprone-suspicious-string-compare,
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-bugprone-too-small-loop-variable,
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-bugprone-misplaced-widening-cast,
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-bugprone-not-null-terminated-result,
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-bugprone-suspicious-missing-comma,
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@ -238,7 +238,7 @@ static int material_slot_assign_exec(bContext *C, wmOperator *UNUSED(op))
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else {
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/* Find the first matching material.
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* Note: there may be multiple but that's not a common use case. */
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for (short i = 0; i < ob->totcol; i++) {
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for (int i = 0; i < ob->totcol; i++) {
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const Material *mat = BKE_object_material_get(ob, i + 1);
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if (mat_active == mat) {
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mat_nr_active = i;
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@ -339,7 +339,7 @@ static int material_slot_de_select(bContext *C, bool select)
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else {
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/* Find the first matching material.
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* Note: there may be multiple but that's not a common use case. */
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for (short i = 0; i < ob->totcol; i++) {
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for (int i = 0; i < ob->totcol; i++) {
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const Material *mat = BKE_object_material_get(ob, i + 1);
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if (mat_active == mat) {
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mat_nr_active = i;
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@ -338,7 +338,7 @@ void USDGenericMeshWriter::assign_materials(const HierarchyContext &context,
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* https://github.com/PixarAnimationStudios/USD/issues/542 for more info. */
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bool mesh_material_bound = false;
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pxr::UsdShadeMaterialBindingAPI material_binding_api(usd_mesh.GetPrim());
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for (short mat_num = 0; mat_num < context.object->totcol; mat_num++) {
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for (int mat_num = 0; mat_num < context.object->totcol; mat_num++) {
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Material *material = BKE_object_material_get(context.object, mat_num + 1);
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if (material == nullptr) {
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continue;
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