Index: src/fontcache.cpp =================================================================== --- src/fontcache.cpp (revision 27078) +++ src/fontcache.cpp (working copy) @@ -536,8 +536,8 @@ aa = (slot->bitmap.pixel_mode == FT_PIXEL_MODE_GRAY); /* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */ - int width = max(1, slot->bitmap.width + (this->fs == FS_NORMAL)); - int height = max(1, slot->bitmap.rows + (this->fs == FS_NORMAL)); + unsigned int width = max(1U, (unsigned int)slot->bitmap.width + (this->fs == FS_NORMAL)); + unsigned int height = max(1U, (unsigned int)slot->bitmap.rows + (this->fs == FS_NORMAL)); /* Limit glyph size to prevent overflows later on. */ if (width > 256 || height > 256) usererror("Font glyph is too large"); @@ -553,8 +553,8 @@ /* Draw shadow for medium size */ if (this->fs == FS_NORMAL && !aa) { - for (int y = 0; y < slot->bitmap.rows; y++) { - for (int x = 0; x < slot->bitmap.width; x++) { + for (unsigned int y = 0; y < slot->bitmap.rows; y++) { + for (unsigned int x = 0; x < slot->bitmap.width; x++) { if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR; sprite.data[1 + x + (1 + y) * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF; @@ -563,8 +563,8 @@ } } - for (int y = 0; y < slot->bitmap.rows; y++) { - for (int x = 0; x < slot->bitmap.width; x++) { + for (unsigned int y = 0; y < slot->bitmap.rows; y++) { + for (unsigned int x = 0; x < slot->bitmap.width; x++) { if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { sprite.data[x + y * sprite.width].m = FACE_COLOUR; sprite.data[x + y * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF;