chart2/source/view/main/GL3DRenderer.cxx |   10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

New commits:
commit a203e8112090b384b17679e22852ed2ae6eb30a8
Author: Tor Lillqvist <t...@collabora.com>
Date:   Tue Mar 14 10:43:39 2017 +0200

    Revert "loplugin:implicitboolconversion"
    
    This is not needed; the problem was in the Fedora 25 epoxy headers:
    They got badly broken in an update, and should not be used from C++
    code. If you use Fedora 25, make sure to use --without-system-epoxy
    for now. See https://bugzilla.redhat.com/show_bug.cgi?id=1431994
    
    This reverts commit cbb2e6b76868d5c67a713b68310b44be59bfab3e.
    
    Change-Id: I55c77ff279f1716004ac77cd3a08c4bb3fdf644b

diff --git a/chart2/source/view/main/GL3DRenderer.cxx 
b/chart2/source/view/main/GL3DRenderer.cxx
index d629681..c00bd18 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -934,7 +934,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& 
polygon)
             float maxCoordX = m_fMinCoordX + m_fMaxCoordX;
             glUniform1fv(maResources.m_3DMinCoordXID, 1, &minCoordX);
             glUniform1fv(maResources.m_3DMaxCoordXID, 1, &maxCoordX);
-            glUniform1i(maResources.m_3DUndrawID, 
static_cast<GLint>(m_bUndrawFlag));
+            glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
             CHECK_GL_ERROR();
             //update light information
             glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, 
reinterpret_cast<GLfloat*>(m_LightColor));
@@ -948,7 +948,7 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& 
polygon)
             glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, 
&polygon.material.diffuse[0]);
             glUniform4fv(maResources.m_3DMaterialSpecularID, 1, 
&polygon.material.specular[0]);
             glUniform4fv(maResources.m_3DMaterialColorID, 1, 
&polygon.material.materialColor[0]);
-            glUniform1i(maResources.m_3DMaterialTwoSidesID, 
static_cast<GLint>(polygon.material.twoSidesLighting));
+            glUniform1i(maResources.m_3DMaterialTwoSidesID, 
polygon.material.twoSidesLighting);
             glUniform1f(maResources.m_3DMaterialShininessID, 
polygon.material.shininess);
             CHECK_GL_ERROR();
         }
@@ -1619,7 +1619,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
         {
             glUniform1fv(maResources.m_3DMinCoordXID, 1, &m_fMinCoordX);
             glUniform1fv(maResources.m_3DMaxCoordXID, 1, &m_fMaxCoordX);
-            glUniform1i(maResources.m_3DUndrawID, 
static_cast<GLint>(m_bUndrawFlag));
+            glUniform1i(maResources.m_3DUndrawID, m_bUndrawFlag);
             //update light information
             glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, 
reinterpret_cast<GLfloat*>(m_LightColor));
             glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, 
reinterpret_cast<GLfloat*>(m_PositionWorldspace));
@@ -1680,7 +1680,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
                 glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, 
&extrude3DInfo.material.diffuse[0]);
                 glUniform4fv(maResources.m_3DMaterialSpecularID, 1, 
&extrude3DInfo.material.specular[0]);
                 glUniform4fv(maResources.m_3DMaterialColorID, 1, 
&extrude3DInfo.material.materialColor[0]);
-                glUniform1i(maResources.m_3DMaterialTwoSidesID, 
static_cast<GLint>(extrude3DInfo.material.twoSidesLighting));
+                glUniform1i(maResources.m_3DMaterialTwoSidesID, 
extrude3DInfo.material.twoSidesLighting);
                 glUniform1f(maResources.m_3DMaterialShininessID, 
extrude3DInfo.material.shininess);
             }
         }
@@ -2501,7 +2501,7 @@ void OpenGL3DRenderer::RenderBatchBars(bool bNewScene)
     {
         glUniform1fv(maResources.m_3DBatchMinCoordXID, 1, &m_fMinCoordX);
         glUniform1fv(maResources.m_3DBatchMaxCoordXID, 1, &m_fMaxCoordX);
-        glUniform1i(maResources.m_3DBatchUndrawID, 
static_cast<GLint>(m_bUndrawFlag));
+        glUniform1i(maResources.m_3DBatchUndrawID, m_bUndrawFlag);
         glUniformMatrix4fv(maResources.m_3DBatchTransMatrixID, 1, GL_FALSE, 
&m_ScrollMoveMatrix[0][0]);
     }
     glUniformMatrix4fv(maResources.m_3DBatchViewID, 1, GL_FALSE, 
&m_3DView[0][0]);
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