Clang-Tidy: enable bugprone-too-small-loop-variable

This commit is contained in:
Jacques Lucke 2020-07-03 16:54:08 +02:00
parent 883f9dd6e5
commit 1019c9f582
3 changed files with 3 additions and 4 deletions

View File

@ -37,7 +37,6 @@ Checks: >
-bugprone-integer-division,
-bugprone-incorrect-roundings,
-bugprone-suspicious-string-compare,
-bugprone-too-small-loop-variable,
-bugprone-misplaced-widening-cast,
-bugprone-not-null-terminated-result,
-bugprone-suspicious-missing-comma,

View File

@ -238,7 +238,7 @@ static int material_slot_assign_exec(bContext *C, wmOperator *UNUSED(op))
else {
/* Find the first matching material.
* Note: there may be multiple but that's not a common use case. */
for (short i = 0; i < ob->totcol; i++) {
for (int i = 0; i < ob->totcol; i++) {
const Material *mat = BKE_object_material_get(ob, i + 1);
if (mat_active == mat) {
mat_nr_active = i;
@ -339,7 +339,7 @@ static int material_slot_de_select(bContext *C, bool select)
else {
/* Find the first matching material.
* Note: there may be multiple but that's not a common use case. */
for (short i = 0; i < ob->totcol; i++) {
for (int i = 0; i < ob->totcol; i++) {
const Material *mat = BKE_object_material_get(ob, i + 1);
if (mat_active == mat) {
mat_nr_active = i;

View File

@ -338,7 +338,7 @@ void USDGenericMeshWriter::assign_materials(const HierarchyContext &context,
* https://github.com/PixarAnimationStudios/USD/issues/542 for more info. */
bool mesh_material_bound = false;
pxr::UsdShadeMaterialBindingAPI material_binding_api(usd_mesh.GetPrim());
for (short mat_num = 0; mat_num < context.object->totcol; mat_num++) {
for (int mat_num = 0; mat_num < context.object->totcol; mat_num++) {
Material *material = BKE_object_material_get(context.object, mat_num + 1);
if (material == nullptr) {
continue;