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synced 2025-09-12 06:18:14 +00:00
Corrected some warnings
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@@ -317,6 +317,7 @@ Image LoadImageFromRES(const char *rresName, int resId)
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else
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{
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// Depending on type, skip the right amount of parameters
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/* TODO: Review
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switch (infoHeader.type)
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{
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case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters
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@@ -326,7 +327,7 @@ Image LoadImageFromRES(const char *rresName, int resId)
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case 4: break; // RAW: No parameters
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default: break;
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}
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*/
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// Jump DATA to read next infoHeader
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fseek(rresFile, infoHeader.size, SEEK_CUR);
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}
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@@ -1100,18 +1101,18 @@ void ImageResizeNN(Image *image,int newWidth,int newHeight)
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Color *output = (Color *)malloc(newWidth*newHeight*sizeof(Color));
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// EDIT: added +1 to account for an early rounding problem
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int x_ratio = (int)((image->width<<16)/newWidth) + 1;
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int y_ratio = (int)((image->height<<16)/newHeight) + 1;
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int xRatio = (int)((image->width << 16)/newWidth) + 1;
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int yRatio = (int)((image->height << 16)/newHeight) + 1;
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int x2, y2;
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for (int i = 0; i < newHeight; i++)
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for (int y = 0; y < newHeight; y++)
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{
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for (int j = 0; j < newWidth; j++)
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for (int x = 0; x < newWidth; x++)
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{
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x2 = ((j*x_ratio) >> 16);
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y2 = ((i*y_ratio) >> 16);
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x2 = ((x*xRatio) >> 16);
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y2 = ((y*yRatio) >> 16);
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output[(i*newWidth) + j] = pixels[(y2*image->width) + x2] ;
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output[(y*newWidth) + x] = pixels[(y2*image->width) + x2] ;
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}
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}
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@@ -1584,7 +1585,7 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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rlEnableTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(destRec.x, destRec.y, 0);
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rlTranslatef((float)destRec.x, (float)destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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@@ -1598,15 +1599,15 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
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rlVertex2f(0.0f, destRec.height);
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rlVertex2f(0.0f, (float)destRec.height);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
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rlVertex2f(destRec.width, destRec.height);
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rlVertex2f((float)destRec.width, (float)destRec.height);
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// Top-left corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height);
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rlVertex2f(destRec.width, 0.0f);
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rlVertex2f((float)destRec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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