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Diffstat (limited to 'drawinglayer/source/processor3d/defaultprocessor3d.cxx')
-rw-r--r--drawinglayer/source/processor3d/defaultprocessor3d.cxx10
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());