}
void CPortalsDrawSolidOutline::render( RenderStateFlags state ) const {
- for ( int n = 0; n < portals.portal_count; n++ )
+ for ( unsigned int n = 0; n < portals.portal_count; n++ )
{
if ( portals.lines == 2 && !portals.portal[n].hint ) {
continue;
if ( clip.min[0] < portals.portal[n].min[0] ) {
continue;
}
- else if ( clip.min[1] < portals.portal[n].min[1] ) {
+ if ( clip.min[1] < portals.portal[n].min[1] ) {
continue;
}
- else if ( clip.min[2] < portals.portal[n].min[2] ) {
+ if ( clip.min[2] < portals.portal[n].min[2] ) {
continue;
}
- else if ( clip.max[0] > portals.portal[n].max[0] ) {
+ if ( clip.max[0] > portals.portal[n].max[0] ) {
continue;
}
- else if ( clip.max[1] > portals.portal[n].max[1] ) {
+ if ( clip.max[1] > portals.portal[n].max[1] ) {
continue;
}
- else if ( clip.max[2] > portals.portal[n].max[2] ) {
+ if ( clip.max[2] > portals.portal[n].max[2] ) {
continue;
}
}
glBegin( GL_LINE_LOOP );
- for ( int p = 0; p < portals.portal[n].point_count; p++ )
+ for ( unsigned int p = 0; p < portals.portal[n].point_count; p++ )
glVertex3fv( portals.portal[n].inner_point[p].p );
glEnd();