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https://github.com/bulletphysics/bullet3
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narrow from double to float please
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@ -918,7 +918,7 @@ static btVector4 sColors[4] =
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int EGLRendererVisualShapeConverter::registerShapeAndInstance(const b3VisualShapeData& visualShape, const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType, int textureId, int orgGraphicsUniqueId, int bodyUniqueId, int linkIndex)
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{
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int uniqueId = orgGraphicsUniqueId;
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float rgbaColor[4] = { visualShape.m_rgbaColor[0],visualShape.m_rgbaColor[1],visualShape.m_rgbaColor[2],visualShape.m_rgbaColor[3] };
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float rgbaColor[4] = { (float)visualShape.m_rgbaColor[0],(float)visualShape.m_rgbaColor[1], (float)visualShape.m_rgbaColor[2],(float)visualShape.m_rgbaColor[3] };
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EGLRendererObjectArray** visualsPtr = m_data->m_swRenderInstances[uniqueId];
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if (visualsPtr == 0)
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@ -942,7 +942,7 @@ int TinyRendererVisualShapeConverter::registerShapeAndInstance( const b3VisualSh
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//those are primary soft bodies, possibly cloth, make them double-sided by default
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tinyObj->m_doubleSided = true;
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float rgbaColor[4] = { visualShape.m_rgbaColor[0],visualShape.m_rgbaColor[1],visualShape.m_rgbaColor[2],visualShape.m_rgbaColor[3] };
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float rgbaColor[4] = { (float)visualShape.m_rgbaColor[0],(float)visualShape.m_rgbaColor[1],(float)visualShape.m_rgbaColor[2],(float)visualShape.m_rgbaColor[3] };
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{
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B3_PROFILE("registerMeshShape");
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