aout_buffer_t * p_buffer , picture_t * p_picture)
{
VLC_UNUSED(p_aout);
+
int i_index;
float *p_sample ;
uint8_t *ppp_area[2][3];
-
for( i_index = 0 ; i_index < 2 ; i_index++ )
{
- int j;
- for( j = 0 ; j < 3 ; j++ )
+ for( int j = 0 ; j < 3 ; j++ )
{
ppp_area[i_index][j] =
p_picture->p[j].p_pixels + i_index * p_picture->p[j].i_lines
}
for( i_index = 0, p_sample = (float *)p_buffer->p_buffer;
- i_index < __MIN( p_effect->i_width, p_buffer->i_nb_samples );
+ i_index < __MIN( p_effect->i_width, (int)p_buffer->i_nb_samples );
i_index++ )
{
uint8_t i_value;
aout_buffer_t * p_buffer , picture_t * p_picture)
{
VLC_UNUSED(p_aout);
- int i, j;
+ int j;
float i_value_l = 0;
float i_value_r = 0;
/* Compute the peack values */
- for ( i = 0 ; i < p_buffer->i_nb_samples; i++ )
+ for ( unsigned i = 0 ; i < p_buffer->i_nb_samples; i++ )
{
const float *p_sample = (float *)p_buffer->p_buffer;
float ch;
teta_grad = GRAD_ANGLE_MIN;
for ( teta = -M_PI_4; teta <= M_PI_4; teta = teta + 0.003 )
{
- for ( i = 140; i <= 150; i++ )
+ for ( unsigned i = 140; i <= 150; i++ )
{
y = i * cos(teta) + 20;
x = i * sin(teta) + 150 + 240 * j;
/* Draw the two hands */
teta = (float)i_value[j] / 200 - M_PI_4;
- for ( i = 0; i <= 150; i++ )
+ for ( int i = 0; i <= 150; i++ )
{
y = i * cos(teta) + 20;
x = i * sin(teta) + 150 + 240 * j;
/* Draw the hand bases */
for ( teta = -M_PI_2; teta <= M_PI_2 + 0.01; teta = teta + 0.003 )
{
- for ( i = 0; i < 10; i++ )
+ for ( int i = 0; i < 10; i++ )
{
y = i * cos(teta) + 20;
x = i * sin(teta) + 150 + 240 * j;