{
BBmin = vec3(_vertices[0], _vertices[1], _vertices[2]);
BBmax = BBmin;
- for (auto i = 3; i < _numvertices * 3; ++i)
+ for (uint i = 3; i < _numvertices * 3; ++i)
{
if (_vertices[i] < BBmin[i % 3])
BBmin[i % 3] = _vertices[i];
BBmin = (vec3)(_modelMat * vec4(_vertices[0], _vertices[1], _vertices[2],1.f));
BBmax = BBmin;
vec3 tmpVert;
- for (auto j = 3; j < _numvertices * 3; j += 3)
+ for (uint j = 3; j < _numvertices * 3; j += 3)
{
tmpVert = (vec3)(_modelMat * vec4(_vertices[j], _vertices[j + 1], _vertices[j + 2], 1));
- for (auto i = 0; i < 3; ++i)
+ for (uint i = 0; i < 3; ++i)
{
if (tmpVert[i] < BBmin[i])
BBmin[i] = tmpVert[i];