Silence strict compiler warnings

Similar thing to other areas where we mix Blender's char with OpenGL API.
This commit is contained in:
Sergey Sharybin 2017-01-23 11:46:02 +01:00
parent 77982e159c
commit 7b8810b01a

@ -252,11 +252,11 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
bActionGroup *agrp = ale->data;
if (show_group_colors && agrp->customCol) {
if (sel) {
unsigned char *cp = agrp->cs.select;
unsigned char *cp = (unsigned char *)agrp->cs.select;
glColor4ub(cp[0], cp[1], cp[2], 0x45);
}
else {
unsigned char *cp = agrp->cs.solid;
unsigned char *cp = (unsigned char *)agrp->cs.solid;
glColor4ub(cp[0], cp[1], cp[2], 0x1D);
}
}
@ -270,7 +270,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
{
FCurve *fcu = ale->data;
if (show_group_colors && fcu->grp && fcu->grp->customCol) {
unsigned char *cp = fcu->grp->cs.active;
unsigned char *cp = (unsigned char *)fcu->grp->cs.active;
if (sel) glColor4ub(cp[0], cp[1], cp[2], 0x65);
else glColor4ub(cp[0], cp[1], cp[2], 0x0B);