Fixed a couple build issues with Visual Studio 2010

This commit is contained in:
U-octave\dyu 2012-10-09 10:56:31 -07:00
parent 732cb10fe0
commit 4168e5788d
3 changed files with 24 additions and 24 deletions

View File

@ -44,9 +44,9 @@ multMatrix(float *d, const float *a, const float *b)
//
// Create a perspective projection matrix
//
void setPersp( GLdouble fov, GLdouble aspect, GLdouble znear, GLdouble zfar, float* m )
void setPersp( float fov, float aspect, float znear, float zfar, float* m )
{
float xymax = znear * tan(fov * 3.141592653589793238462 / 360.);
float xymax = znear * tanf(fov * 3.141592653589793238462f / 360.f);
float ymin = -xymax;
float xmin = -xymax;
@ -62,24 +62,24 @@ void setPersp( GLdouble fov, GLdouble aspect, GLdouble znear, GLdouble zfar, flo
float h = 2 * znear / height;
m[0] = w;
m[1] = 0;
m[2] = 0;
m[3] = 0;
m[1] = 0.f;
m[2] = 0.f;
m[3] = 0.f;
m[4] = 0;
m[4] = 0.f;
m[5] = h;
m[6] = 0;
m[7] = 0;
m[6] = 0.f;
m[7] = 0.f;
m[8] = 0;
m[9] = 0;
m[8] = 0.f;
m[9] = 0.f;
m[10] = q;
m[11] = -1;
m[12] = 0;
m[13] = 0;
m[12] = 0.f;
m[13] = 0.f;
m[14] = qn;
m[15] = 0;
m[15] = 0.f;
}
//
@ -99,7 +99,7 @@ translateMatrix(float x, float y, float z, float* m)
void
rotateMatrix(float angle, float x, float y, float z, float* m)
{
float rads = (2*3.14159 / 360.) * angle;
float rads = float((2*3.14159 / 360.) * angle);
float c = cosf(rads);
float s = sinf(rads);
float xx = x * x;

View File

@ -193,8 +193,8 @@ setupForDisplay(int width, int height, float size, float* center)
setIdentity(g_mvp);
// setup the projection
double aspect = width/(double)height;
setPersp(45.0, aspect, 0.01, 500.0, g_proj);
float aspect = width/(float)height;
setPersp(45.0f, aspect, 0.01f, 500.0f, g_proj);
// setup the model view matrix
translateMatrix(-center[0], -center[1], -center[2], g_modelView);

View File

@ -237,14 +237,14 @@ createOsdMesh(int level, int kernel)
// Now that we have a mesh, we need to add verticies and define the topology.
// Here, we've declared the raw vertex data in-line, for simplicity
//
float verts[] = { 0.000000, -1.414214, 1.000000,
1.414214, 0.000000, 1.000000,
-1.414214, 0.000000, 1.000000,
0.000000, 1.414214, 1.000000,
-1.414214, 0.000000, -1.000000,
0.000000, 1.414214, -1.000000,
0.000000, -1.414214, -1.000000,
1.414214, 0.000000, -1.000000
float verts[] = { 0.000000f, -1.414214f, 1.000000f,
1.414214f, 0.000000f, 1.000000f,
-1.414214f, 0.000000f, 1.000000f,
0.000000f, 1.414214f, 1.000000f,
-1.414214f, 0.000000f, -1.000000f,
0.000000f, 1.414214f, -1.000000f,
0.000000f, -1.414214f, -1.000000f,
1.414214f, 0.000000f, -1.000000f
};
//