diff --git a/test/testgeometry.c b/test/testgeometry.c index f0f07eed64..fa8de75427 100644 --- a/test/testgeometry.c +++ b/test/testgeometry.c @@ -27,7 +27,7 @@ static SDLTest_CommonState *state; static SDL_bool use_texture = SDL_FALSE; static SDL_Texture **sprites; static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; -static double angle = 0.0; +static float angle = 0.0f; static int sprite_w, sprite_h; int done; @@ -107,8 +107,8 @@ loop() { SDL_Rect viewport; SDL_Vertex verts[3]; - double a; - double d; + float a; + float d; int cx, cy; /* Query the sizes */ @@ -116,39 +116,39 @@ loop() SDL_zeroa(verts); cx = viewport.x + viewport.w / 2; cy = viewport.y + viewport.h / 2; - d = (viewport.w + viewport.h) / 5; + d = (viewport.w + viewport.h) / 5.f; - a = (angle * 3.1415) / 180.0; - verts[0].position.x = cx + d * SDL_cos(a); - verts[0].position.y = cy + d * SDL_sin(a); + a = (angle * 3.1415f) / 180.0f; + verts[0].position.x = cx + d * SDL_cosf(a); + verts[0].position.y = cy + d * SDL_sinf(a); verts[0].color.r = 0xFF; verts[0].color.g = 0; verts[0].color.b = 0; verts[0].color.a = 0xFF; - a = ((angle + 120) * 3.1415) / 180.0; - verts[1].position.x = cx + d * SDL_cos(a); - verts[1].position.y = cy + d * SDL_sin(a); + a = ((angle + 120) * 3.1415f) / 180.0f; + verts[1].position.x = cx + d * SDL_cosf(a); + verts[1].position.y = cy + d * SDL_sinf(a); verts[1].color.r = 0; verts[1].color.g = 0xFF; verts[1].color.b = 0; verts[1].color.a = 0xFF; - a = ((angle + 240) * 3.1415) / 180.0; - verts[2].position.x = cx + d * SDL_cos(a); - verts[2].position.y = cy + d * SDL_sin(a); + a = ((angle + 240) * 3.1415f) / 180.0f; + verts[2].position.x = cx + d * SDL_cosf(a); + verts[2].position.y = cy + d * SDL_sinf(a); verts[2].color.r = 0; verts[2].color.g = 0; verts[2].color.b = 0xFF; verts[2].color.a = 0xFF; if (use_texture) { - verts[0].tex_coord.x = 0.5; - verts[0].tex_coord.y = 0.0; - verts[1].tex_coord.x = 1.0; - verts[1].tex_coord.y = 1.0; - verts[2].tex_coord.x = 0.0; - verts[2].tex_coord.y = 1.0; + verts[0].tex_coord.x = 0.5f; + verts[0].tex_coord.y = 0.0f; + verts[1].tex_coord.x = 1.0f; + verts[1].tex_coord.y = 1.0f; + verts[2].tex_coord.x = 0.0f; + verts[2].tex_coord.y = 1.0f; } SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);