Corrected some float values
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4f0165f32d
commit
3b4d8442e0
3 changed files with 57 additions and 57 deletions
16
src/core.c
16
src/core.c
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@ -309,8 +309,8 @@ void InitWindow(int width, int height, const char *title)
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emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback);
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#endif
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mousePosition.x = screenWidth/2;
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mousePosition.y = screenHeight/2;
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mousePosition.x = (float)screenWidth/2.0f;
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mousePosition.y = (float)screenHeight/2.0f;
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// raylib logo appearing animation (if enabled)
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if (showLogo)
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@ -577,7 +577,7 @@ void Begin3dMode(Camera camera)
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// Setup perspective projection
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float aspect = (float)screenWidth/(float)screenHeight;
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double top = 0.1f*tan(45.0f*PI / 360.0f);
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double top = 0.1f*tan(45.0f*PI/360.0f);
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double right = top*aspect;
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// NOTE: zNear and zFar values are important when computing depth buffer values
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@ -608,7 +608,7 @@ void End3dMode(void)
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// Set target FPS for the game
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void SetTargetFPS(int fps)
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{
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targetTime = 1 / (double)fps;
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targetTime = 1.0/(double)fps;
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TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
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}
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@ -625,7 +625,7 @@ float GetFrameTime(void)
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// As we are operate quite a lot with frameTime,
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// it could be no stable, so we round it before passing it around
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// NOTE: There are still problems with high framerates (>500fps)
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double roundedFrameTime = round(frameTime*10000)/10000;
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double roundedFrameTime = round(frameTime*10000)/10000.0;
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return (float)roundedFrameTime; // Time in seconds to run a frame
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}
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@ -806,8 +806,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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// Calculate normalized device coordinates
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// NOTE: y value is negative
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float x = (2.0f * mousePosition.x) / GetScreenWidth() - 1.0f;
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float y = 1.0f - (2.0f * mousePosition.y) / GetScreenHeight();
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float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
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float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
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float z = 1.0f;
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// Store values in a vector
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@ -880,7 +880,7 @@ Vector2 WorldToScreen(Vector3 position, Camera camera)
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Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
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// Calculate 2d screen position vector
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Vector2 screenPosition = { (ndcPos.x + 1.0f) / 2.0f * GetScreenWidth(), (ndcPos.y + 1.0f) / 2.0f * GetScreenHeight() };
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Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
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return screenPosition;
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}
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