From: Morten Kjeldgaard <mok@bioxray.au.dk>
Subject: modification to source code


--- a/src/Common.cpp
+++ b/src/Common.cpp
@@ -136,8 +136,8 @@
 Byte* GetSnapshot(int sx, int sy, bool alpha){
   
 
-  static uint textureSnap = 666;
-  static  uint frameSnap;
+  //static uint textureSnap = 666;
+  //static  uint frameSnap;
   
   // set offline rendering
   mainCanvas.RedirectToMemory();
@@ -448,7 +448,7 @@
     );
     
     glBegin(GL_QUADS);
-      for (int i=0; i<atom.size(); i++) atom[i].DrawHalo();
+    for (int i=0; i < (int)atom.size(); i++) atom[i].DrawHalo();
     glEnd();
 
     /*
@@ -496,7 +496,7 @@
 
     shadowSettings.BindShaders();
     glBegin(GL_QUADS);
-      for (int i=0; i<atom.size(); i++)  atom[i].DrawShadowmap();
+    for (int i=0; i < (int)atom.size(); i++)  atom[i].DrawShadowmap();
     glEnd();
 
     if (sticks) {
@@ -507,7 +507,7 @@
       
       
       glBegin(GL_QUADS);
-        for (int i=0; i<bond.size(); i++) bond[i].DrawShadowmap();
+      for (int i=0; i < (int)bond.size(); i++) bond[i].DrawShadowmap();
       glEnd();
     }   
     glPopMatrix();
@@ -559,7 +559,7 @@
     if (draw_balls) {
       if (draw_wireframe_balls)  {
         glDisable(GL_FRAGMENT_PROGRAM_ARB);
-        for (int i=0; i<atom.size(); i++)  {
+        for (int i=0;  i < (int)atom.size(); i++)  {
           glColor3f(0,0,1);
           glBegin(GL_LINE_LOOP);
           atom[i].Draw();
@@ -571,7 +571,7 @@
         //if (DL_atoms==666) glGenD
           
         glBegin(GL_QUADS);
-        for (int i=0; i<atom.size(); i++)  atom[i].Draw();
+        for (int i=0; i < (int)atom.size(); i++)  atom[i].Draw();
         glEnd();
         
         glDisable(GL_VERTEX_PROGRAM_ARB);
@@ -604,7 +604,7 @@
       glColor3f(1,1,1);
       if (draw_wireframe_sticks) {
         glDisable(GL_FRAGMENT_PROGRAM_ARB);
-        for (int i=0; i<bond.size(); i++)   {
+        for (int i=0;  i < (int)bond.size(); i++)   {
           glColor3f(0,0.6,0.3);
           glBegin(GL_LINE_LOOP);
           bond[i].Draw();
@@ -613,7 +613,7 @@
       }
       else {
         glBegin(GL_QUADS);
-        for (int i=0; i<bond.size(); i++) bond[i].Draw();
+        for (int i=0; i < (int)bond.size(); i++) bond[i].Draw();
         glEnd();
       }
       cgSettings.BindShaders();
@@ -703,12 +703,12 @@
   if (!ready) return false;
   if (cgSettings.P_texture==0)  return false;
   if (DirV.size()==0) return true;
-  return AOdoneLvl<DirV.size();
+  return AOdoneLvl< (int)DirV.size();
 }
 
 bool Mol::DecentAO(){
  float k=1;
- if (AOdoneLvl>=DirV.size()) return true;
+ if (AOdoneLvl >= (int)DirV.size()) return true;
  if (atom.size()<10) return (AOdoneLvl>6*k);
  if (atom.size()<100) return (AOdoneLvl>4*k);
  if (atom.size()<1000) return (AOdoneLvl>2*k);
@@ -751,12 +751,12 @@
 }
 
 // for testing purposes
-bool Mol::PrepareAOSingleView(){
+void Mol::PrepareAOSingleView(){
   static int i=0;
   PrepareAOstart();
   AOgpu2::Bind();
   AOgpu2 ao(DirV[i], *this, 4 );
-  i++; if (i>DirV.size()) i=0;
+  i++; if (i > (int)DirV.size()) i=0;
   AOgpu2::UnBind();
   AOdoneLvl=DirV.size();
 }
@@ -772,7 +772,7 @@
 
   
   AOdoneLvl++;
-  return  (AOdoneLvl>=DirV.size()) ;
+  return  (AOdoneLvl >= (int)DirV.size()) ;
 }
 
 void Mol::PrepareAOallAtOnce(){
@@ -786,12 +786,12 @@
             //refresh();
             
   FILE *f = fopen("res.txt", "w");
-  long int w=TakeTime(f,"sampled");
+  long int w=TakeTime(f, (char *)"sampled");
             
-  fprintf(f,"          %d views done in %d msec (%.2f views x sec), with %d atoms & %d sticks.\n",
-     DirV.size(), w,
-     DirV.size()*1000.0/w, this->atom.size(),
-     this->sticks?(this->bond.size()):0 );
+  fprintf(f,"          %d views done in %ld msec (%.2f views x sec), with %d atoms & %d sticks.\n",
+	  (int)DirV.size(), w,
+	  (int)DirV.size()*1000.0/w, (int)this->atom.size(),
+	  (int)(this->sticks?(this->bond.size()):0) );
   fclose(f);
 
   AOready=true;
@@ -822,7 +822,7 @@
 	tb.GetView();
   tb.Apply(false);
 
-  float pos[4]={0.0f,0.0f,-1.0f,0.0f};
+  //float pos[4]={0.0f,0.0f,-1.0f,0.0f};
   float d[16];
   glGetFloatv(GL_MODELVIEW_MATRIX,d);
   glPopMatrix();
