diff --git a/src/raymath.h b/src/raymath.h index d617fdcee..166b23dc4 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -498,14 +498,14 @@ RMAPI Vector3 Vector3Perpendicular(Vector3 v) float min = (float) fabs(v.x); Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - if (fabs(v.y) < min) + if (fabsf(v.y) < min) { min = (float) fabs(v.y); Vector3 tmp = {0.0f, 1.0f, 0.0f}; cardinalAxis = tmp; } - if (fabs(v.z) < min) + if (fabsf(v.z) < min) { Vector3 tmp = {0.0f, 0.0f, 1.0f}; cardinalAxis = tmp; @@ -1516,7 +1516,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q) float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; - if (lengthSq != 0.0) + if (lengthSq != 0.0f) { float invLength = 1.0f/lengthSq; @@ -1619,14 +1619,14 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) cosHalfTheta = -cosHalfTheta; } - if (fabs(cosHalfTheta) >= 1.0f) result = q1; + if (fabsf(cosHalfTheta) >= 1.0f) result = q1; else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); else { float halfTheta = acosf(cosHalfTheta); float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); - if (fabs(sinHalfTheta) < 0.001f) + if (fabsf(sinHalfTheta) < 0.001f) { result.x = (q1.x*0.5f + q2.x*0.5f); result.y = (q1.y*0.5f + q2.y*0.5f); @@ -1792,7 +1792,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) // Get the rotation angle and axis for a given quaternion RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) { - if (fabs(q.w) > 1.0f) + if (fabsf(q.w) > 1.0f) { // QuaternionNormalize(q); float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); diff --git a/src/rcore.c b/src/rcore.c index 7614d3f91..3d01ca5b6 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -2674,7 +2674,7 @@ void SetTargetFPS(int fps) if (fps < 1) CORE.Time.target = 0.0; else CORE.Time.target = 1.0/(double)fps; - TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000); + TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000.0f); } // Get current FPS @@ -5048,8 +5048,8 @@ void PollInputEvents(void) } // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) - CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); - CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f); + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f); CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1; } diff --git a/src/rmodels.c b/src/rmodels.c index f60d1f621..cd5d01f23 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -3284,10 +3284,10 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color; Color colorTint = WHITE; - colorTint.r = (unsigned char)((((float)color.r/255.0)*((float)tint.r/255.0))*255.0f); - colorTint.g = (unsigned char)((((float)color.g/255.0)*((float)tint.g/255.0))*255.0f); - colorTint.b = (unsigned char)((((float)color.b/255.0)*((float)tint.b/255.0))*255.0f); - colorTint.a = (unsigned char)((((float)color.a/255.0)*((float)tint.a/255.0))*255.0f); + colorTint.r = (unsigned char)((((float)color.r/255.0f)*((float)tint.r/255.0f))*255.0f); + colorTint.g = (unsigned char)((((float)color.g/255.0f)*((float)tint.g/255.0f))*255.0f); + colorTint.b = (unsigned char)((((float)color.b/255.0f)*((float)tint.b/255.0f))*255.0f); + colorTint.a = (unsigned char)((((float)color.a/255.0f)*((float)tint.a/255.0f))*255.0f); model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint; DrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform); @@ -3664,7 +3664,7 @@ RayCollision GetRayCollisionModel(Ray ray, Model model) // NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) { - #define EPSILON 0.000001 // A small number + #define EPSILON 0.000001f // A small number RayCollision collision = { 0 }; Vector3 edge1 = { 0 }; diff --git a/src/rtextures.c b/src/rtextures.c index 77f40ac5e..9c93aedf1 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -1958,25 +1958,25 @@ void ImageColorContrast(Image *image, float contrast) for (int x = 0; x < image->width; x++) { float pR = (float)pixels[y*image->width + x].r/255.0f; - pR -= 0.5; + pR -= 0.5f; pR *= contrast; - pR += 0.5; + pR += 0.5f; pR *= 255; if (pR < 0) pR = 0; if (pR > 255) pR = 255; float pG = (float)pixels[y*image->width + x].g/255.0f; - pG -= 0.5; + pG -= 0.5f; pG *= contrast; - pG += 0.5; + pG += 0.5f; pG *= 255; if (pG < 0) pG = 0; if (pG > 255) pG = 255; float pB = (float)pixels[y*image->width + x].b/255.0f; - pB -= 0.5; + pB -= 0.5f; pB *= contrast; - pB += 0.5; + pB += 0.5f; pB *= 255; if (pB < 0) pB = 0; if (pB > 255) pB = 255;