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Patch from Julian Foad:

Fix float/int mis-match warnings.
This commit is contained in:
david 2002-06-28 18:01:08 +00:00
parent 140f58b4ca
commit 97b8235980

View file

@ -8,7 +8,7 @@
unsigned char env_map[TEXRES_X][TEXRES_Y][4]; unsigned char env_map[TEXRES_X][TEXRES_Y][4];
GLuint texName; GLuint texName;
float window_x = 640, window_y = 480; int window_x = 640, window_y = 480;
float alpha = 0.0, beta = 0.0; float alpha = 0.0, beta = 0.0;
/*****************************************************************/ /*****************************************************************/
@ -44,8 +44,8 @@ void setColor(float x, float y, float z, float angular_size, float r, float g, f
float rz = -tz; float rz = -tz;
float inv_m = 1.0 / (2.0 * sqrt(rx*rx + ry*ry + (rz + 1)*(rz + 1))); float inv_m = 1.0 / (2.0 * sqrt(rx*rx + ry*ry + (rz + 1)*(rz + 1)));
int s = TEXRES_X * (rx * inv_m + 0.5); int s = (int)(TEXRES_X * (rx * inv_m + 0.5));
int t = TEXRES_Y * (ry * inv_m + 0.5); int t = (int)(TEXRES_Y * (ry * inv_m + 0.5));
//seg_fault protection: //seg_fault protection:
if (s<0) s=0; if (s<0) s=0;
@ -54,10 +54,10 @@ void setColor(float x, float y, float z, float angular_size, float r, float g, f
if (t<0) t=0; if (t<0) t=0;
if (t>=TEXRES_Y) t=TEXRES_Y-1; if (t>=TEXRES_Y) t=TEXRES_Y-1;
env_map[s][t][0] = r * 255; env_map[s][t][0] = (unsigned char)(r * 255);
env_map[s][t][1] = g * 255; env_map[s][t][1] = (unsigned char)(g * 255);
env_map[s][t][2] = b * 255; env_map[s][t][2] = (unsigned char)(b * 255);
env_map[s][t][3] = a * 255; env_map[s][t][3] = (unsigned char)(a * 255);
} }
} }
} }
@ -124,7 +124,7 @@ void display()
//show light //show light
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
gluPerspective((GLdouble) 60.0, window_x/window_y, (GLdouble) 1.0, (GLdouble) 100.0); gluPerspective((GLdouble) 60.0, (float)window_x/window_y, (GLdouble) 1.0, (GLdouble) 100.0);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
@ -177,9 +177,9 @@ void display()
//show how the map looks like //show how the map looks like
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
//gluOrtho2D(0.0 -10.0, 1.0 +10.0, -window_x/window_y -10.0,0.0 +10.0); //gluOrtho2D(0.0 -10.0, 1.0 +10.0, -(float)window_x/window_y -10.0,0.0 +10.0);
//glOrtho(0.0, 5.0, -5.0, 0.0, -10.0, 10.0); //glOrtho(0.0, 5.0, -5.0, 0.0, -10.0, 10.0);
glOrtho(0.0, 5.0*(window_x/window_y), -5.0, 0.0, -10.0, 10.0); glOrtho(0.0, 5.0*((float)window_x/window_y), -5.0, 0.0, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);