diff options
Diffstat (limited to 'drawinglayer/source/processor3d/defaultprocessor3d.cxx')
-rw-r--r-- | drawinglayer/source/processor3d/defaultprocessor3d.cxx | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/drawinglayer/source/processor3d/defaultprocessor3d.cxx b/drawinglayer/source/processor3d/defaultprocessor3d.cxx index ca51d04587ae..7e1dff308ee3 100644 --- a/drawinglayer/source/processor3d/defaultprocessor3d.cxx +++ b/drawinglayer/source/processor3d/defaultprocessor3d.cxx @@ -381,7 +381,7 @@ namespace drawinglayer { // get plane normal of polygon in view coordinates (with ZBuffer values), // left-handed coordinate system - const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0L).getNormal()); + const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0).getNormal()); if(aPlaneNormal.getZ() > 0.0) { @@ -398,7 +398,7 @@ namespace drawinglayer { // get plane normal of polygon in view coordinates (with ZBuffer values), // left-handed coordinate system - const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0L).getNormal()); + const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0).getNormal()); if(aPlaneNormal.getZ() > 0.0) { @@ -427,11 +427,11 @@ namespace drawinglayer const sal_uInt16 nSpecularIntensity(rPrimitive.getMaterial().getSpecularIntensity()); // solve color model for each normal vector, set colors at points. Clear normals. - for(sal_uInt32 a(0L); a < aFill.count(); a++) + for(sal_uInt32 a(0); a < aFill.count(); a++) { basegfx::B3DPolygon aPartFill(aFill.getB3DPolygon(a)); - for(sal_uInt32 b(0L); b < aPartFill.count(); b++) + for(sal_uInt32 b(0); b < aPartFill.count(); b++) { // solve color model. Transform normal to eye coor const basegfx::B3DVector aNormal(aPartFill.getNormal(b)); @@ -448,7 +448,7 @@ namespace drawinglayer case css::drawing::ShadeMode_FLAT: { // flat shading. Get plane vector in eye coordinates - const basegfx::B3DVector aPlaneEyeNormal(aNormalTransform * rPrimitive.getB3DPolyPolygon().getB3DPolygon(0L).getNormal()); + const basegfx::B3DVector aPlaneEyeNormal(aNormalTransform * rPrimitive.getB3DPolyPolygon().getB3DPolygon(0).getNormal()); // prepare color model parameters, evtl. use blend color const basegfx::BColor aColor(getModulate() ? basegfx::BColor(1.0, 1.0, 1.0) : rPrimitive.getMaterial().getColor()); |