[Vm-dev] [commit][3655]
Use single precision floating point constant in OpenGL renderer
commits at squeakvm.org
commits at squeakvm.org
Mon Mar 28 20:13:28 UTC 2016
Revision: 3655
Author: nice
Date: 2016-03-28 13:13:26 -0700 (Mon, 28 Mar 2016)
Log Message:
-----------
Use single precision floating point constant in OpenGL renderer
Modified Paths:
--------------
trunk/platforms/Cross/plugins/B3DAcceleratorPlugin/sqOpenGLRenderer.c
Modified: trunk/platforms/Cross/plugins/B3DAcceleratorPlugin/sqOpenGLRenderer.c
===================================================================
--- trunk/platforms/Cross/plugins/B3DAcceleratorPlugin/sqOpenGLRenderer.c 2016-03-28 01:59:24 UTC (rev 3654)
+++ trunk/platforms/Cross/plugins/B3DAcceleratorPlugin/sqOpenGLRenderer.c 2016-03-28 20:13:26 UTC (rev 3655)
@@ -33,7 +33,7 @@
#warning "This system does not support OpenGL 1.1"
#endif
-static float blackLight[4] = { 0.0, 0.0, 0.0, 0.0 };
+static float blackLight[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
/*****************************************************************************/
/*****************************************************************************/
@@ -357,10 +357,10 @@
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### Clearing viewport buffer\n"));
glClearColor(
- ((rgba >> 16) & 255) / 255.0,
- ((rgba >> 8) & 255) / 255.0,
- (rgba & 255) / 255.0,
- (rgba >> 24) / 255.0);
+ ((rgba >> 16) & 255) / 255.0f,
+ ((rgba >> 8) & 255) / 255.0f,
+ (rgba & 255) / 255.0f,
+ (rgba >> 24) / 255.0f);
glClear(GL_COLOR_BUFFER_BIT);
ERROR_CHECK;
return 1;
@@ -561,7 +561,7 @@
pos[0] = light->position[0];
pos[1] = light->position[1];
pos[2] = light->position[2];
- pos[3] = 1.0;
+ pos[3] = 1.0f;
/* @@@ FIXME: Squeak pre-transforms the light @@@ */
glPushMatrix();
glLoadIdentity();
@@ -573,7 +573,7 @@
pos[0] = light->direction[0];
pos[1] = light->direction[1];
pos[2] = light->direction[2];
- pos[3] = 0.0;
+ pos[3] = 0.0f;
/* @@@ FIXME: Squeak pre-transforms the light @@@ */
glPushMatrix();
glLoadIdentity();
@@ -593,11 +593,11 @@
ERROR_CHECK;
} else {
DPRINTF3D(5, (fp, "\tattenuation: OFF (1, 0, 0)\n"));
- glLightf(index, GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf(index, GL_CONSTANT_ATTENUATION, 1.0f);
ERROR_CHECK;
- glLightf(index, GL_LINEAR_ATTENUATION, 0.0);
+ glLightf(index, GL_LINEAR_ATTENUATION, 0.0f);
ERROR_CHECK;
- glLightf(index, GL_QUADRATIC_ATTENUATION, 0.0);
+ glLightf(index, GL_QUADRATIC_ATTENUATION, 0.0f);
ERROR_CHECK;
}
@@ -612,9 +612,9 @@
glLightfv(index, GL_SPOT_DIRECTION, light->direction);
ERROR_CHECK;
} else {
- glLightf(index, GL_SPOT_EXPONENT, 0.0);
+ glLightf(index, GL_SPOT_EXPONENT, 0.0f);
ERROR_CHECK;
- glLightf(index, GL_SPOT_CUTOFF, 180.0);
+ glLightf(index, GL_SPOT_CUTOFF, 180.0f);
ERROR_CHECK;
}
return 1;
@@ -639,10 +639,10 @@
glFogf(GL_FOG_DENSITY, (GLfloat)density);
glFogf(GL_FOG_START, (GLfloat)fogRangeStart);
glFogf(GL_FOG_END, (GLfloat)fogRangeEnd);
- fogColor[0] = ((rgba >> 16) & 255) / 255.0;
- fogColor[1] = ((rgba >> 8) & 255) / 255.0;
- fogColor[2] = (rgba & 255) / 255.0;
- fogColor[3] = (rgba >> 24) / 255.0;
+ fogColor[0] = ((rgba >> 16) & 255) / 255.0f;
+ fogColor[1] = ((rgba >> 8) & 255) / 255.0f;
+ fogColor[2] = (rgba & 255) / 255.0f;
+ fogColor[3] = (rgba >> 24) / 255.0f;
glFogfv(GL_FOG_COLOR, fogColor);
/* enable pixel fog */
glHint(GL_FOG_HINT, GL_NICEST);
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