Linux build fix - cast incoming color values to U8's.
parent
7ca2c94bf5
commit
acaa680940
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@ -1012,46 +1012,47 @@ void LLFloaterPathfindingConsole::regionCrossingOccured()
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void LLFloaterPathfindingConsole::fillInColorsForNavMeshVisualization()
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{
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LLPathingLib::NavMeshColors colors;
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LLVector3 in = gSavedSettings.getVector3("WalkableRGB");
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F32 a = gSavedSettings.getF32("WalkableA");
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colors.mWalkable= LLColor4U( in[0],in[1],in[2],a );
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colors.mWalkable= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("ObstacleRGB");
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a = gSavedSettings.getF32("ObstacleA");
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colors.mObstacle= LLColor4U( in[0],in[1],in[2],a );
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colors.mObstacle= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("MaterialRGB");
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a = gSavedSettings.getF32("MaterialA");
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colors.mMaterial= LLColor4U( in[0],in[1],in[2],a );
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colors.mMaterial= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("ExclusionRGB");
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a = gSavedSettings.getF32("ExclusionA");
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colors.mExclusion= LLColor4U( in[0],in[1],in[2],a );
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colors.mExclusion= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("ConnectedEdgeRGB");
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a = gSavedSettings.getF32("ConnectedEdgeA");
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colors.mConnectedEdge= LLColor4U( in[0],in[1],in[2],a );
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colors.mConnectedEdge= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("BoundaryEdgeRGB");
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a = gSavedSettings.getF32("BoundaryEdgeA");
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colors.mBoundaryEdge= LLColor4U( in[0],in[1],in[2],a );
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colors.mBoundaryEdge= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("HeatColorBase");
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a = gSavedSettings.getF32("HeatColorBaseA");
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colors.mHeatColorBase= LLColor4U( in[0],in[1],in[2],a );
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colors.mHeatColorBase= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("HeatColorMax");
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a = gSavedSettings.getF32("HeatColorMaxA");
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colors.mHeatColorMax= LLColor4U( in[0],in[1],in[2],a );
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colors.mHeatColorMax= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("FaceColorRGB");
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a = gSavedSettings.getF32("FaceColorA");
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colors.mFaceColor= LLColor4U( in[0],in[1],in[2],a );
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colors.mFaceColor= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2],(U8)a );
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in = gSavedSettings.getVector3("NavMeshClearRGB");
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colors.mNavMeshClear= LLColor4U( in[0],in[1],in[2],0 );
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colors.mNavMeshClear= LLColor4U( (U8)in[0],(U8)in[1],(U8)in[2], 0 );
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mNavMeshColors = colors;
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