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-rw-r--r--nGenEx/Solid.cpp29
1 files changed, 15 insertions, 14 deletions
diff --git a/nGenEx/Solid.cpp b/nGenEx/Solid.cpp
index e60ba16..2aa241d 100644
--- a/nGenEx/Solid.cpp
+++ b/nGenEx/Solid.cpp
@@ -131,7 +131,7 @@ Solid::Solid()
roll(0.0f), pitch(0.0f), yaw(0.0f), intersection_poly(0)
{
shadow = true;
- sprintf(name, "Solid %d", id);
+ sprintf_s(name, "Solid %d", id);
}
// +--------------------------------------------------------------------+
@@ -557,7 +557,7 @@ Solid::Load(const char* mag_file, double scale)
// now load the model:
if (model->Load(mag_file, scale)) {
radius = model->radius;
- strncpy(name, model->name, sizeof(name));
+ strncpy_s(name, model->name, sizeof(name));
return true;
}
@@ -935,7 +935,7 @@ Model::Load(const char* mag_file, double scale)
return result;
}
- strncpy(name, mag_file, 31);
+ strncpy_s(name, mag_file, 31);
name[31] = 0;
char file_id[5];
@@ -1039,7 +1039,7 @@ Model::LoadMag5(BYTE* block, int len, double scale)
mtl->diffuse_color = Color::LightGray;
mtl->specular_value = 0.2f;
mtl->specular_color = Color::White;
- strcpy(mtl->name, "(default)");
+ strcpy_s(mtl->name, "(default)");
materials.append(mtl);
}
@@ -1064,7 +1064,7 @@ Model::LoadMag5(BYTE* block, int len, double scale)
loader->fread(tname, 32, 1, fp);
loader->LoadTexture(tname, mtl->tex_diffuse, Bitmap::BMP_SOLID, true);
- strcpy(mtl->name, tname);
+ strcpy_s(mtl->name, tname);
char* dot = strrchr(mtl->name, '.');
if (dot)
@@ -1092,7 +1092,7 @@ Model::LoadMag5(BYTE* block, int len, double scale)
VertexSet* vset = 0;
if (s) {
- strcpy(s->name, "default");
+ strcpy_s(s->name, "default");
s->model = this;
s->vertex_set = new(__FILE__,__LINE__) VertexSet(nverts);
@@ -1114,8 +1114,9 @@ Model::LoadMag5(BYTE* block, int len, double scale)
vset = s->vertex_set;
+ int v;
// read vertex set:
- for (int v = 0; v < mag_nverts; v++) {
+ for (v = 0; v < mag_nverts; v++) {
Vec3 vert, norm;
DWORD vstate;
@@ -1229,13 +1230,13 @@ Model::LoadMag5(BYTE* block, int len, double scale)
}
loader->fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tu's
- for (vi = 0; vi < poly_nverts; vi++) {
+ for (int vi = 0; vi < poly_nverts; vi++) {
int v = poly.verts[vi];
vset->tu[v] = texture_index_buffer[vi];
}
loader->fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tv's
- for (vi = 0; vi < poly_nverts; vi++) {
+ for (int vi = 0; vi < poly_nverts; vi++) {
int v = poly.verts[vi];
vset->tv[v] = texture_index_buffer[vi];
}
@@ -1244,7 +1245,7 @@ Model::LoadMag5(BYTE* block, int len, double scale)
}
// pass 2 (adjust vertex normals for flat polys):
- for (n = 0; n < npolys; n++) {
+ for (int n = 0; n < npolys; n++) {
Poly& poly = s->polys[n];
poly.plane = Plane(vset->loc[poly.verts[0]],
vset->loc[poly.verts[2]],
@@ -1267,7 +1268,7 @@ Model::LoadMag5(BYTE* block, int len, double scale)
// then assign them to cohesive segments:
Segment* segment = 0;
- for (n = 0; n < npolys; n++) {
+ for (int n = 0; n < npolys; n++) {
if (segment && segment->material == s->polys[n].material) {
segment->npolys++;
}
@@ -1504,7 +1505,7 @@ Model::LoadMag6(BYTE* block, int len, double scale)
// then assign them to cohesive segments:
Segment* segment = 0;
- for (n = 0; n < npolys; n++) {
+ for (int n = 0; n < npolys; n++) {
if (segment && segment->material == polys[n].material) {
segment->npolys++;
}
@@ -2260,7 +2261,7 @@ Surface::Normalize()
if (faces.size()) {
vertex_set->nrm[v] = Vec3(0.0f, 0.0f, 0.0f);
- for (i = 0; i < faces.size(); i++) {
+ for (int i = 0; i < faces.size(); i++) {
vertex_set->nrm[v] += faces[i]->plane.normal;
}
@@ -2279,7 +2280,7 @@ Surface::Normalize()
// STEP THREE: adjust vertex normals for poly flatness
- for (i = 0; i < npolys; i++) {
+ for (int i = 0; i < npolys; i++) {
Poly* p = polys + i;
for (int n = 0; n < p->nverts; n++) {