fixed compiler warnings reported by gcc/clang

* changed some catch blocks to use exception references instead of value types
 * fixed missing use of SCR_WIDTH/SCR_HEIGHT for glfwCreateWindow
 * fixed implicit numeric type casts regarding signedness
 * removed unused variables

Signed-off-by: Toni Uhlig <matzeton@googlemail.com>
This commit is contained in:
Toni Uhlig
2020-03-18 18:34:17 +01:00
parent 3fe2e0ad4a
commit dcdf94fce7
14 changed files with 32 additions and 44 deletions

View File

@@ -380,7 +380,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -220,7 +220,6 @@ int main()
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
// update attenuation parameters and calculate radius
const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
const float linear = 0.7;
const float quadratic = 1.8;
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Linear", linear);

View File

@@ -302,7 +302,6 @@ int main()
shaderLightingPass.setVec3("light.Position", lightPosView);
shaderLightingPass.setVec3("light.Color", lightColor);
// Update attenuation parameters
const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
const float linear = 0.09;
const float quadratic = 0.032;
shaderLightingPass.setFloat("light.Linear", linear);