fix: compiler warnings
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@@ -68,7 +68,7 @@ namespace GL{
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void VBO::bindVertexAttribs() const{
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for(const VertexAttribPointer& pointer : m_VertexAttribs){
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glEnableVertexAttribArray(pointer.m_Index);
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glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*) pointer.m_Offset);
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glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*)(intptr_t) pointer.m_Offset);
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}
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}
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}
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@@ -98,13 +98,13 @@ GL::VAO loadWorldModel(const td::game::World* world){
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positions.push_back(chunkX + tileX + 1);
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positions.push_back(chunkY + tileY + 1);*/
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const td::game::Color& tileColor = world->getTileColor(tile);
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const td::game::Color* tileColor = world->getTileColor(tile);
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for (int i = 0; i < 6; i++){
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int color = 255;
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color |= tileColor.r << 24;
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color |= tileColor.g << 16;
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color |= tileColor.b << 8;
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color |= tileColor->r << 24;
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color |= tileColor->g << 16;
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color |= tileColor->b << 8;
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int newColorIndex = colors.size();
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colors.push_back(0);
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