@@ -349,8 +349,10 @@ QSGNode* PhongImageViewer::updatePaintNode(QSGNode* oldNode, QQuickItem::UpdateP
349349 }
350350 else
351351 {
352- const float windowRatio = _boundingRect.width () / _boundingRect.height ();
353- const float textureRatio = _textureSize.width () / float (_textureSize.height ());
352+ const float windowRatio = static_cast <float >(_boundingRect.width ()) /
353+ static_cast <float >(_boundingRect.height ());
354+ const float textureRatio = static_cast <float >(_textureSize.width ()) /
355+ static_cast <float >(_textureSize.height ());
354356 QRectF geometryRect = _boundingRect;
355357
356358 if (windowRatio > textureRatio)
@@ -388,6 +390,8 @@ QSGNode* PhongImageViewer::updatePaintNode(QSGNode* oldNode, QQuickItem::UpdateP
388390 case EChannelMode::A:
389391 channelOrder = QVector4D (3 .f , 3 .f , 3 .f , -1 .f );
390392 break ;
393+ default :
394+ break ;
391395 }
392396
393397 node->setSourceParameters (channelOrder, _gamma, _gain);
@@ -400,13 +404,21 @@ QSGNode* PhongImageViewer::updatePaintNode(QSGNode* oldNode, QQuickItem::UpdateP
400404 if (isNewNode || _shadingParametersChanged)
401405 {
402406 // light direction from Yaw and Pitch
403- const Eigen::AngleAxis<double > yawA (static_cast <double >(aliceVision::degreeToRadian (_lightYaw)), Eigen::Vector3d::UnitY ());
404- const Eigen::AngleAxis<double > pitchA (static_cast <double >(aliceVision::degreeToRadian (_lightPitch)), Eigen::Vector3d::UnitX ());
405- const aliceVision::Vec3 direction = yawA.toRotationMatrix () * pitchA.toRotationMatrix () * aliceVision::Vec3 (0.0 , 0.0 , -1.0 );
406- const QVector3D lightDirection (direction.x (), direction.y (), direction.z ());
407+ const Eigen::AngleAxis<double > yawA (static_cast <double >(aliceVision::degreeToRadian (_lightYaw)),
408+ Eigen::Vector3d::UnitY ());
409+ const Eigen::AngleAxis<double > pitchA (static_cast <double >(aliceVision::degreeToRadian (_lightPitch)),
410+ Eigen::Vector3d::UnitX ());
411+ const aliceVision::Vec3 direction = yawA.toRotationMatrix () * pitchA.toRotationMatrix () *
412+ aliceVision::Vec3 (0.0 , 0.0 , -1.0 );
413+ const QVector3D lightDirection (static_cast <float >(direction.x ()),
414+ static_cast <float >(direction.y ()),
415+ static_cast <float >(direction.z ()));
407416
408417 // linear base color from QColor
409- const QVector4D baseColor (std::powf (_baseColor.redF (), 2.2 ), std::powf (_baseColor.greenF (), 2.2 ), std::powf (_baseColor.blueF (), 2.2 ), _baseColor.alphaF ());
418+ const QVector4D baseColor (std::pow (static_cast <float >(_baseColor.redF ()), 2 .2f ),
419+ std::pow (static_cast <float >(_baseColor.greenF ()), 2 .2f ),
420+ std::pow (static_cast <float >(_baseColor.blueF ()), 2 .2f ),
421+ _baseColor.alphaF ());
410422
411423 node->setShadingParameters (baseColor, lightDirection, _textureOpacity, _ka, _kd, _ks, _shininess);
412424
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