Fixes for 64 bit typecast warnings (#1733)
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8719858655
commit
6c518008a5
18 changed files with 68 additions and 68 deletions
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@ -146,8 +146,8 @@ int main(void)
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
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DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
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// Draw markers to show where the lights are
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if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
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@ -109,7 +109,7 @@ int main(void)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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@ -75,7 +75,7 @@ int main(void)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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EndDrawing();
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@ -102,21 +102,21 @@ int main(void)
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if (IsKeyDown(KEY_UP))
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{
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fogDensity += 0.001;
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if (fogDensity > 1.0) fogDensity = 1.0;
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fogDensity += 0.001f;
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if (fogDensity > 1.0f) fogDensity = 1.0f;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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fogDensity -= 0.001;
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if (fogDensity < 0.0) fogDensity = 0.0;
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fogDensity -= 0.001f;
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if (fogDensity < 0.0f) fogDensity = 0.0f;
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}
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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// Rotate the torus
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
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// Update the light shader with the camera view position
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
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@ -132,10 +132,10 @@ int main(void)
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
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for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
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for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
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EndMode3D();
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@ -27,12 +27,12 @@
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// A few good julia sets
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const float pointsOfInterest[6][2] =
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{
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{ -0.348827, 0.607167 },
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{ -0.786268, 0.169728 },
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{ -0.8, 0.156 },
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{ 0.285, 0.0 },
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{ -0.835, -0.2321 },
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{ -0.70176, -0.3842 },
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{ -0.348827f, 0.607167f },
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{ -0.786268f, 0.169728f },
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{ -0.8f, 0.156f },
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{ 0.285f, 0.0f },
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{ -0.835f, -0.2321f },
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{ -0.70176f, -0.3842f },
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};
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int main(void)
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@ -116,22 +116,22 @@ int main(void)
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float sw = (float)GetScreenWidth();
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SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
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// Randomise the locations and velocities of the spotlights
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// and initialise the shader locations
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// Randomize the locations and velocities of the spotlights
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// and initialize the shader locations
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
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spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f);
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spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f);
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spots[i].vel = (Vector2){ 0, 0 };
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while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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{
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spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
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spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
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spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f;
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spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f;
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}
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spots[i].inner = 28 * (i + 1);
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spots[i].radius = 48 * (i + 1);
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spots[i].inner = 28.0f * (i + 1);
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spots[i].radius = 48.0f * (i + 1);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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@ -184,14 +184,14 @@ int main(void)
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for (int n = 0; n < MAX_STARS; n++)
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{
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// Single pixel is just too small these days!
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DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
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DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
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}
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for (int i = 0; i < 16; i++)
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{
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DrawTexture(texRay,
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(screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
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(screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
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(screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32,
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(screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE);
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}
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// Draw spot lights
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