[Examples] Warning fixes (pt 1) (#1668)
* Fix some warnings in examples. * cleanups from review Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
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30 changed files with 104 additions and 103 deletions
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@ -146,7 +146,7 @@ int main(void)
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BeginShaderMode(shaders[currentShader]);
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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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@ -56,14 +56,14 @@ int main(void)
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// Scatter random cubes around
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for (int i = 0; i < count; i++)
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{
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float x = GetRandomValue(-50, 50);
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float y = GetRandomValue(-50, 50);
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float z = GetRandomValue(-50, 50);
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float x = (float)GetRandomValue(-50, 50);
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float y = (float)GetRandomValue(-50, 50);
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float z = (float)GetRandomValue(-50, 50);
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translations[i] = MatrixTranslate(x, y, z);
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x = GetRandomValue(0, 360);
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y = GetRandomValue(0, 360);
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z = GetRandomValue(0, 360);
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x = (float)GetRandomValue(0, 360);
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y = (float)GetRandomValue(0, 360);
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z = (float)GetRandomValue(0, 360);
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Vector3 axis = Vector3Normalize((Vector3){x, y, z});
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float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
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@ -45,10 +45,10 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE;
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// Define our three models to show the shader on
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Mesh torus = GenMeshTorus(.3, 1, 16, 32);
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Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
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Model model1 = LoadModelFromMesh(torus);
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Mesh cube = GenMeshCube(.8,.8,.8);
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Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
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Model model2 = LoadModelFromMesh(cube);
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// Generate model to be shaded just to see the gaps in the other two
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@ -49,7 +49,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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time = GetTime();
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time = (float)GetTime();
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SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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