diff --git a/renderdoc/driver/gl/gl_debug.cpp b/renderdoc/driver/gl/gl_debug.cpp index 694a26c4c..3983019f6 100644 --- a/renderdoc/driver/gl/gl_debug.cpp +++ b/renderdoc/driver/gl/gl_debug.cpp @@ -1163,7 +1163,7 @@ uint32_t GLReplay::PickVertex(uint32_t frameID, uint32_t eventID, MeshDisplay cf PickResult *closest = pickResults; // min with size of results buffer to protect against overflows - for(uint32_t i=1; i < RDCMIN(DebugRenderData::maxMeshPicks, numResults); i++) + for(uint32_t i=1; i < RDCMIN((uint32_t)DebugRenderData::maxMeshPicks, numResults); i++) { // We need to keep the picking order consistent in the face // of random buffer appends, when multiple vertices have the diff --git a/renderdoc/driver/gl/gl_replay.h b/renderdoc/driver/gl/gl_replay.h index 1163e59e1..7d207f90b 100644 --- a/renderdoc/driver/gl/gl_replay.h +++ b/renderdoc/driver/gl/gl_replay.h @@ -257,7 +257,7 @@ class GLReplay : public IReplayDriver GLuint customTex; ResourceId CustomShaderTexID; - static const uint32_t maxMeshPicks = 500; + static const int maxMeshPicks = 500; GLuint meshPickProgram; GLuint pickIBBuf, pickVBBuf;