Patch from Julian Foad:
Fix float/int mis-match warnings.
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140f58b4ca
commit
97b8235980
1 changed files with 10 additions and 10 deletions
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@ -8,7 +8,7 @@
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unsigned char env_map[TEXRES_X][TEXRES_Y][4];
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unsigned char env_map[TEXRES_X][TEXRES_Y][4];
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GLuint texName;
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GLuint texName;
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float window_x = 640, window_y = 480;
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int window_x = 640, window_y = 480;
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float alpha = 0.0, beta = 0.0;
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float alpha = 0.0, beta = 0.0;
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/*****************************************************************/
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/*****************************************************************/
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@ -44,8 +44,8 @@ void setColor(float x, float y, float z, float angular_size, float r, float g, f
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float rz = -tz;
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float rz = -tz;
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float inv_m = 1.0 / (2.0 * sqrt(rx*rx + ry*ry + (rz + 1)*(rz + 1)));
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float inv_m = 1.0 / (2.0 * sqrt(rx*rx + ry*ry + (rz + 1)*(rz + 1)));
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int s = TEXRES_X * (rx * inv_m + 0.5);
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int s = (int)(TEXRES_X * (rx * inv_m + 0.5));
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int t = TEXRES_Y * (ry * inv_m + 0.5);
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int t = (int)(TEXRES_Y * (ry * inv_m + 0.5));
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//seg_fault protection:
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//seg_fault protection:
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if (s<0) s=0;
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if (s<0) s=0;
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@ -54,10 +54,10 @@ void setColor(float x, float y, float z, float angular_size, float r, float g, f
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if (t<0) t=0;
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if (t<0) t=0;
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if (t>=TEXRES_Y) t=TEXRES_Y-1;
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if (t>=TEXRES_Y) t=TEXRES_Y-1;
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env_map[s][t][0] = r * 255;
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env_map[s][t][0] = (unsigned char)(r * 255);
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env_map[s][t][1] = g * 255;
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env_map[s][t][1] = (unsigned char)(g * 255);
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env_map[s][t][2] = b * 255;
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env_map[s][t][2] = (unsigned char)(b * 255);
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env_map[s][t][3] = a * 255;
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env_map[s][t][3] = (unsigned char)(a * 255);
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}
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}
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}
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}
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}
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}
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@ -124,7 +124,7 @@ void display()
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//show light
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//show light
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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gluPerspective((GLdouble) 60.0, window_x/window_y, (GLdouble) 1.0, (GLdouble) 100.0);
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gluPerspective((GLdouble) 60.0, (float)window_x/window_y, (GLdouble) 1.0, (GLdouble) 100.0);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadIdentity();
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@ -177,9 +177,9 @@ void display()
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//show how the map looks like
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//show how the map looks like
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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//gluOrtho2D(0.0 -10.0, 1.0 +10.0, -window_x/window_y -10.0,0.0 +10.0);
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//gluOrtho2D(0.0 -10.0, 1.0 +10.0, -(float)window_x/window_y -10.0,0.0 +10.0);
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//glOrtho(0.0, 5.0, -5.0, 0.0, -10.0, 10.0);
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//glOrtho(0.0, 5.0, -5.0, 0.0, -10.0, 10.0);
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glOrtho(0.0, 5.0*(window_x/window_y), -5.0, 0.0, -10.0, 10.0);
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glOrtho(0.0, 5.0*((float)window_x/window_y), -5.0, 0.0, -10.0, 10.0);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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