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Fixed some warnings in Xcode.

+8 -7
+2 -2
src/SDL_gpu.c
··· 1092 1092 unsigned char* data; 1093 1093 SDL_Surface* result; 1094 1094 1095 - int data_bytes; 1095 + Sint64 data_bytes; 1096 1096 unsigned char* c_data; 1097 1097 1098 1098 if(rwops == NULL) ··· 1111 1111 SDL_RWread(rwops, c_data, 1, data_bytes); 1112 1112 1113 1113 // Load image 1114 - data = stbi_load_from_memory(c_data, data_bytes, &width, &height, &channels, 0); 1114 + data = stbi_load_from_memory(c_data, (int)data_bytes, &width, &height, &channels, 0); 1115 1115 1116 1116 // Clean up temp data 1117 1117 SDL_free(c_data);
+1 -1
src/externals/stb_image_write/stb_image_write.h
··· 795 795 796 796 { 797 797 // compute adler32 on input 798 - unsigned int k=0, s1=1, s2=0; 798 + unsigned int s1=1, s2=0; 799 799 int blocklen = (int) (data_len % 5552); 800 800 j=0; 801 801 while (j < data_len) {
+5 -4
src/renderer_GL_common.inl
··· 4690 4690 { 4691 4691 GPU_Context* context; 4692 4692 GPU_CONTEXT_DATA* cdata; 4693 - intptr_t stride, offset_texcoords, offset_colors; 4693 + int stride; 4694 + intptr_t offset_texcoords, offset_colors; 4694 4695 int size_vertices, size_texcoords, size_colors; 4695 4696 4696 4697 GPU_bool using_texture = (image != NULL); ··· 4860 4861 if(use_vertices) 4861 4862 glVertexPointer(size_vertices, GL_FLOAT, stride, values); 4862 4863 if(use_texcoords) 4863 - glTexCoordPointer(size_texcoords, GL_FLOAT, stride, values + offset_texcoords); 4864 + glTexCoordPointer(size_texcoords, GL_FLOAT, stride, (GLubyte*)values + offset_texcoords); 4864 4865 if(use_colors) 4865 4866 { 4866 4867 if(use_byte_colors) 4867 - glColorPointer(size_colors, GL_UNSIGNED_BYTE, stride, values + offset_colors); 4868 + glColorPointer(size_colors, GL_UNSIGNED_BYTE, stride, (GLubyte*)values + offset_colors); 4868 4869 else 4869 - glColorPointer(size_colors, GL_FLOAT, stride, values + offset_colors); 4870 + glColorPointer(size_colors, GL_FLOAT, stride, (GLubyte*)values + offset_colors); 4870 4871 } 4871 4872 4872 4873 // Upload