Silence warnings in Mac (based on buildbot build report)

This commit is contained in:
Dalai Felinto 2017-05-17 18:13:10 +02:00
parent 970a7c8bb9
commit 60cd996c0a
4 changed files with 12 additions and 7 deletions

View File

@ -575,6 +575,8 @@ static void blf_draw_gl__start(FontBLF *font)
BLI_assert(texCoord == BLF_COORD_ID);
BLI_assert(color == BLF_COLOR_ID);
UNUSED_VARS_NDEBUG(pos, texCoord, color);
immBindBuiltinProgram(GPU_SHADER_TEXT);
#endif

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@ -313,11 +313,12 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
/* recursively creates a new SceneCollection tree */
scene_collection_copy(mcn, mc);
IDPropertyTemplate val = {0};
BLI_duplicatelist(&scen->render_layers, &sce->render_layers);
SceneLayer *new_sl = scen->render_layers.first;
for (SceneLayer *sl = sce->render_layers.first; sl; sl = sl->next) {
new_sl->stats = NULL;
new_sl->properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
new_sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
new_sl->properties_evaluated = NULL;
/* we start fresh with no overrides and no visibility flags set
@ -339,8 +340,8 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
new_sl = new_sl->next;
}
scen->collection_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
scen->layer_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
scen->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
scen->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
}
/* copy color management settings */
@ -959,10 +960,11 @@ void BKE_scene_init(Scene *sce)
BLI_strncpy(sce->collection->name, "Master Collection", sizeof(sce->collection->name));
/* Engine settings */
sce->collection_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
IDPropertyTemplate val = {0};
sce->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
BKE_layer_collection_engine_settings_create(sce->collection_properties);
sce->layer_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
sce->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
BKE_scene_layer_engine_settings_create(sce->layer_properties);
BKE_scene_layer_add(sce, "Render Layer");

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@ -177,7 +177,7 @@ static void external_draw_scene(void *vedata)
/* Set render info. */
EXTERNAL_Data *data = vedata;
if (rv3d->render_engine->text) {
if (rv3d->render_engine->text[0] != '\0') {
BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
}
else {

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@ -2325,8 +2325,9 @@ static void mesh_batch_cache_create_overlay_ledge_buffers(
for (int i = 0; i < ledge_len; ++i) {
int vert_idx[2];
bool ok = mesh_render_data_edge_verts_indices_get(rdata, rdata->loose_edges[i], vert_idx);
const bool ok = mesh_render_data_edge_verts_indices_get(rdata, rdata->loose_edges[i], vert_idx);
BLI_assert(ok); /* we don't add */
UNUSED_VARS_NDEBUG(ok);
add_overlay_loose_edge(
rdata, vbo_pos, vbo_nor, vbo_data,
attr_id.pos, attr_id.vnor, attr_id.data,