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authorStephan Bergmann <sbergman@redhat.com>2015-01-17 18:15:25 +0100
committerStephan Bergmann <sbergman@redhat.com>2015-01-20 09:06:45 +0100
commit19970e90fe52e8ab987f6adafa353d5c2cd37ac9 (patch)
tree0904fe0e41778db106455415468d4157be29ceb8
parentc7cc1a91329ba85681c94e2f49d0526d560e2206 (diff)
Some more loplugin:cstylecast: chart2
Change-Id: I5cfbf9bb47d4464db0226d44397f76cb6f972b50
-rwxr-xr-xchart2/source/view/main/GL3DRenderer.cxx8
1 files changed, 4 insertions, 4 deletions
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index 58d967cf0dc2..c64d8093c590 100755
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -952,8 +952,8 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon)
glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
CHECK_GL_ERROR();
//update light information
- glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, (GLfloat*)m_LightColor);
- glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, (GLfloat*)m_PositionWorldspace);
+ glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor));
+ glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, reinterpret_cast<GLfloat*>(m_PositionWorldspace));
glUniform1fv(maResources.m_3DLightPowerID, m_iLightNum, m_fLightPower);
glUniform1i(maResources.m_3DLightNumID, m_iLightNum);
glUniform4fv(maResources.m_3DLightAmbientID, 1, &m_Ambient[0]);
@@ -1638,8 +1638,8 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
glUniform1fv(maResources.m_3DMaxCoordXID, 1, &m_fMaxCoordX);
glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
//update light information
- glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, (GLfloat*)m_LightColor);
- glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, (GLfloat*)m_PositionWorldspace);
+ glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, reinterpret_cast<GLfloat*>(m_LightColor));
+ glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, reinterpret_cast<GLfloat*>(m_PositionWorldspace));
glUniform1fv(maResources.m_3DLightPowerID, m_iLightNum, m_fLightPower);
glUniform1i(maResources.m_3DLightNumID, m_iLightNum);
glUniform4fv(maResources.m_3DLightAmbientID, 1, &m_Ambient[0]);