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https://github.com/raysan5/raylib.git
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Fix compiler warings in texture.c and more.
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16
src/rlgl.h
16
src/rlgl.h
@@ -3306,8 +3306,8 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
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{
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// Resize framebuffer according to mip-level size.
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unsigned int mipWidth = size*powf(0.5f, mip);
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unsigned int mipHeight = size*powf(0.5f, mip);
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unsigned int mipWidth = size*(int) powf(0.5f, mip);
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unsigned int mipHeight = size* (int) powf(0.5f, mip);
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glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
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@@ -3633,15 +3633,15 @@ void EndVrDrawing(void)
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// Bottom-right corner for texture and quad
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
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rlVertex2f(0.0f, (float)vrConfig.stereoFbo.texture.height);
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// Top-right corner for texture and quad
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
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rlVertex2f( (float)vrConfig.stereoFbo.texture.width, (float)vrConfig.stereoFbo.texture.height);
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// Top-left corner for texture and quad
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
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rlVertex2f( (float)vrConfig.stereoFbo.texture.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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@@ -4502,7 +4502,7 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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// Compute distortion scale parameters
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// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
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float lensRadius = fabs(-1.0f - 4.0f*lensShift);
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float lensRadius = (float)fabs(-1.0f - 4.0f*lensShift);
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float lensRadiusSq = lensRadius*lensRadius;
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float distortionScale = hmd.lensDistortionValues[0] +
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hmd.lensDistortionValues[1]*lensRadiusSq +
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@@ -4553,8 +4553,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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// Compute eyes Viewports
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vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
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vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
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vrConfig.eyesViewport[0] = (Rectangle){ 0.0f, 0.0f, (float)hmd.hResolution/2, (float)hmd.vResolution };
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vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2.0f, 0.0f, (float)hmd.hResolution/2, (float) hmd.vResolution };
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}
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// Set internal projection and modelview matrix depending on eyes tracking data
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