/**
* Get the number of child nodes.
*/
- int nChildren () const { return _children.size(); }
+ int nChildren () const { return (int)_children.size(); }
/**
/**
* Get the number of listeners.
*/
- int nListeners () const { return _listeners ? _listeners->size() : 0; }
+ int nListeners () const { return _listeners ? (int)_listeners->size() : 0; }
/**
pass->releaseGLObjects(state);
}
if (state == 0) {
- for (int i = 0; i < _contextMap.size(); ++i) {
+ for (int i = 0; i < (int)_contextMap.size(); ++i) {
ContextInfo& info = _contextMap[i];
Status oldVal = info.valid();
info.valid.compareAndSwap(oldVal, UNKNOWN);
void Technique::refreshValidity()
{
- for (int i = 0; i < _contextMap.size(); ++i) {
+ for (int i = 0; i < (int)_contextMap.size(); ++i) {
ContextInfo& info = _contextMap[i];
Status oldVal = info.valid();
// What happens if we lose the race here?
void eval(bool& value, const expression::Binding* b) const
{
value = false;
- for (int i = 0; i < getNumOperands(); ++i) {
+ for (int i = 0; i < (int)getNumOperands(); ++i) {
value = value || getOperand(i)->getValue(b);
if (value)
return;
void eval(bool& value, const expression::Binding* b) const
{
value = true;
- for (int i = 0; i < getNumOperands(); ++i) {
+ for (int i = 0; i < (int)getNumOperands(); ++i) {
value = value && getOperand(i)->getValue(b);
if (!value)
return;