if (myRaytraceGeometry.Sources.size() != 0)
{
const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
-
- bool aResult = myRaytraceLightSrcTexture->Init (
- myGlContext, 4, myRaytraceGeometry.Sources.size() * 2, aDataPtr);
-
- if (!aResult)
+ if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
{
#ifdef RAY_TRACE_PRINT_INFO
std::cout << "Error: Failed to upload light source buffer" << std::endl;
const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVH = myRaytraceGeometry.BVH();
bool aResult = true;
-
if (!aBVH->NodeInfoBuffer().empty())
{
- aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4,
- aBVH->NodeInfoBuffer().size(), reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
-
- aResult &= mySceneMinPointTexture->Init (myGlContext, 4,
- aBVH->MinPointBuffer().size(), reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
-
- aResult &= mySceneMaxPointTexture->Init (myGlContext, 4,
- aBVH->MaxPointBuffer().size(), reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
+ aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4, GLsizei (aBVH->NodeInfoBuffer().size()),
+ reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
+ aResult &= mySceneMinPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MinPointBuffer().size()),
+ reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
+ aResult &= mySceneMaxPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MaxPointBuffer().size()),
+ reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
}
-
if (!aResult)
{
#ifdef RAY_TRACE_PRINT_INFO
if (aTotalBVHNodesNb != 0)
{
- aResult &= myObjectNodeInfoTexture->Init (
- myGlContext, 4, aTotalBVHNodesNb, static_cast<const GLuint*> (NULL));
-
- aResult &= myObjectMinPointTexture->Init (
- myGlContext, 4, aTotalBVHNodesNb, static_cast<const GLfloat*> (NULL));
-
- aResult &= myObjectMaxPointTexture->Init (
- myGlContext, 4, aTotalBVHNodesNb, static_cast<const GLfloat*> (NULL));
+ aResult &= myObjectNodeInfoTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
+ aResult &= myObjectMinPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
+ aResult &= myObjectMaxPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
}
if (!aResult)
if (aTotalElementsNb != 0)
{
- aResult &= myGeometryTriangTexture->Init (
- myGlContext, 4, aTotalElementsNb, static_cast<const GLuint*> (NULL));
+ aResult &= myGeometryTriangTexture->Init (myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
}
if (aTotalVerticesNb != 0)
{
- aResult &= myGeometryVertexTexture->Init (
- myGlContext, 4, aTotalVerticesNb, static_cast<const GLfloat*> (NULL));
-
- aResult &= myGeometryNormalTexture->Init (
- myGlContext, 4, aTotalVerticesNb, static_cast<const GLfloat*> (NULL));
+ aResult &= myGeometryVertexTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
+ aResult &= myGeometryNormalTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
}
if (!aResult)
if (aBVHBuffserSize != 0)
{
- aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset,
- aBVHBuffserSize, reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
-
- aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset,
- aBVHBuffserSize, reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
-
- aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset,
- aBVHBuffserSize, reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
-
+ aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
+ reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
+ aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
+ reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
+ aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
+ reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
if (!aResult)
{
#ifdef RAY_TRACE_PRINT_INFO
if (!aTriangleSet->Vertices.empty())
{
- aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset,
- aTriangleSet->Normals.size(), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
-
- aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset,
- aTriangleSet->Vertices.size(), reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
+ aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
+ reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
+ aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
+ reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
}
const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
if (!aTriangleSet->Elements.empty())
{
- aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset,
- aTriangleSet->Elements.size(), reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
+ aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
+ reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
}
if (!aResult)
if (myRaytraceGeometry.Materials.size() != 0)
{
const GLfloat* aDataPtr = myRaytraceGeometry.Materials.front().Packed();
-
- aResult &= myRaytraceMaterialTexture->Init (
- myGlContext, 4, myRaytraceGeometry.Materials.size() * 7, aDataPtr);
-
+ aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Materials.size() * 7), aDataPtr);
if (!aResult)
{
#ifdef RAY_TRACE_PRINT_INFO