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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