Silence warnings in Mac (based on buildbot build report)
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@ -575,6 +575,8 @@ static void blf_draw_gl__start(FontBLF *font)
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BLI_assert(texCoord == BLF_COORD_ID);
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BLI_assert(color == BLF_COLOR_ID);
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UNUSED_VARS_NDEBUG(pos, texCoord, color);
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immBindBuiltinProgram(GPU_SHADER_TEXT);
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#endif
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@ -313,11 +313,12 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
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/* recursively creates a new SceneCollection tree */
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scene_collection_copy(mcn, mc);
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IDPropertyTemplate val = {0};
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BLI_duplicatelist(&scen->render_layers, &sce->render_layers);
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SceneLayer *new_sl = scen->render_layers.first;
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for (SceneLayer *sl = sce->render_layers.first; sl; sl = sl->next) {
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new_sl->stats = NULL;
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new_sl->properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
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new_sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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new_sl->properties_evaluated = NULL;
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/* we start fresh with no overrides and no visibility flags set
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@ -339,8 +340,8 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
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new_sl = new_sl->next;
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}
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scen->collection_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
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scen->layer_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
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scen->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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scen->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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}
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/* copy color management settings */
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@ -959,10 +960,11 @@ void BKE_scene_init(Scene *sce)
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BLI_strncpy(sce->collection->name, "Master Collection", sizeof(sce->collection->name));
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/* Engine settings */
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sce->collection_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
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IDPropertyTemplate val = {0};
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sce->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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BKE_layer_collection_engine_settings_create(sce->collection_properties);
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sce->layer_properties = IDP_New(IDP_GROUP, (const IDPropertyTemplate *){0}, ROOT_PROP);
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sce->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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BKE_scene_layer_engine_settings_create(sce->layer_properties);
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BKE_scene_layer_add(sce, "Render Layer");
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@ -177,7 +177,7 @@ static void external_draw_scene(void *vedata)
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/* Set render info. */
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EXTERNAL_Data *data = vedata;
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if (rv3d->render_engine->text) {
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if (rv3d->render_engine->text[0] != '\0') {
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BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
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}
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else {
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@ -2325,8 +2325,9 @@ static void mesh_batch_cache_create_overlay_ledge_buffers(
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for (int i = 0; i < ledge_len; ++i) {
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int vert_idx[2];
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bool ok = mesh_render_data_edge_verts_indices_get(rdata, rdata->loose_edges[i], vert_idx);
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const bool ok = mesh_render_data_edge_verts_indices_get(rdata, rdata->loose_edges[i], vert_idx);
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BLI_assert(ok); /* we don't add */
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UNUSED_VARS_NDEBUG(ok);
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add_overlay_loose_edge(
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rdata, vbo_pos, vbo_nor, vbo_data,
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attr_id.pos, attr_id.vnor, attr_id.data,
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