Removed all warnings from gcc-4.3.0 except those from

NamedEnum (bug in compiler?)
molecule (Graham dealing with it)
lex (no comment)
VTK (again no comment)
This commit is contained in:
henry
2008-06-11 15:55:07 +01:00
parent bb034f8ba6
commit 47996ef186
32 changed files with 75 additions and 84 deletions

View File

@ -7,7 +7,7 @@
* See the header file progmesh.h for a description of this module
*/
#include <stdio.h>
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include <assert.h>
@ -151,11 +151,11 @@ void Vertex::RemoveIfNonNeighbor(Vertex *n) {
float ComputeEdgeCollapseCost(Vertex *u,Vertex *v) {
// if we collapse edge uv by moving u to v then how
// if we collapse edge uv by moving u to v then how
// much different will the model change, i.e. how much "error".
// Texture, vertex normal, and border vertex code was removed
// to keep this demo as simple as possible.
// The method of determining cost was designed in order
// The method of determining cost was designed in order
// to exploit small and coplanar regions for
// effective polygon reduction.
// Is is possible to add some checks here to see if "folds"
@ -173,7 +173,7 @@ float ComputeEdgeCollapseCost(Vertex *u,Vertex *v) {
sides.Add(u->face[i]);
}
}
// use the triangle facing most away from the sides
// use the triangle facing most away from the sides
// to determine our curvature term
for(i=0;i<u->face.num;i++) {
float mincurv=1; // curve for face i and closer side to it
@ -184,7 +184,7 @@ float ComputeEdgeCollapseCost(Vertex *u,Vertex *v) {
}
curvature = max(curvature,mincurv);
}
// the more coplanar the lower the curvature term
// the more coplanar the lower the curvature term
return edgelength * curvature;
}
@ -193,7 +193,7 @@ void ComputeEdgeCostAtVertex(Vertex *v) {
// from vertex v. Since we are only interested in reducing
// the object by selecting the min cost edge at each step, we
// only cache the cost of the least cost edge at this vertex
// (in member variable collapse) as well as the value of the
// (in member variable collapse) as well as the value of the
// cost (in member variable objdist).
if(v->neighbor.num==0) {
// v doesn't have neighbors so it costs nothing to collapse
@ -247,7 +247,7 @@ void Collapse(Vertex *u,Vertex *v){
for(i=u->face.num-1;i>=0;i--) {
u->face[i]->ReplaceVertex(u,v);
}
delete u;
delete u;
// recompute the edge collapse costs for neighboring vertices
for(i=0;i<tmp.num;i++) {
ComputeEdgeCostAtVertex(tmp[i]);
@ -256,15 +256,15 @@ void Collapse(Vertex *u,Vertex *v){
void AddVertex(List<Vector> &vert){
for(int i=0;i<vert.num;i++) {
Vertex *v = new Vertex(vert[i],i);
new Vertex(vert[i],i);
}
}
void AddFaces(List<tridata> &tri){
for(int i=0;i<tri.num;i++) {
Triangle *t=new Triangle(
vertices[tri[i].v[0]],
vertices[tri[i].v[1]],
vertices[tri[i].v[2]] );
new Triangle(
vertices[tri[i].v[0]],
vertices[tri[i].v[1]],
vertices[tri[i].v[2]] );
}
}
@ -284,7 +284,7 @@ Vertex *MinimumCostEdge(){
return mn;
}
void ProgressiveMesh(List<Vector> &vert, List<tridata> &tri,
void ProgressiveMesh(List<Vector> &vert, List<tridata> &tri,
List<int> &map, List<int> &permutation)
{
AddVertex(vert); // put input data into our data structures