Fix warnings in visual studio (#3512)
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fc21a8e552
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6cd37e57a6
11 changed files with 21 additions and 21 deletions
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@ -68,7 +68,7 @@ int main(void)
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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// Use Customized function to create writable depth texture buffer
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@ -84,7 +84,7 @@ int main(void)
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};
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// Camera FOV is pre-calculated in the camera Distance.
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double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
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float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -113,7 +113,7 @@ int main(void)
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// Raymarch Scene
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rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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EndShaderMode();
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// Raserize Scene
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@ -132,7 +132,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -92,7 +92,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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