glMatrixMode(GL_MODELVIEW);
glColor3f(0.5f, 1.0f, 0.0f);
- for (int meshIndex = 0; meshIndex < asset3D->numMeshes; ++meshIndex) {
+ for (size_t meshIndex = 0; meshIndex < asset3D->numMeshes; ++meshIndex) {
const Mesh mesh = asset3D->meshes[meshIndex];
glBindTexture(GL_TEXTURE_2D,
asset3D->materials[mesh.materialIndex].textureId);
bool hasNormals = mesh.normals != NULL;
bool hasTextureCoords = mesh.textureCoords != NULL;
- for (int faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
+ for (size_t faceIndex = 0; faceIndex < mesh.numFaces; ++faceIndex) {
const Face face = mesh.faces[faceIndex];
GLenum faceMode;
glBegin(faceMode);
- for (int i = 0; i < face.numIndices; ++i) {
+ for (size_t i = 0; i < face.numIndices; ++i) {
unsigned int vertIndex = face.indices[i];
if (hasNormals) {
if (hasTextureCoords) {