Fix MSVC-warnings about double to float truncation.
Change-Id: I4aef12bd8fe37dffb06fc7d0b6a330bfc42fa270 Reviewed-by: Jędrzej Nowacki <jedrzej.nowacki@digia.com>
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@ -79,40 +79,40 @@ void GeometryEngine::initCubeGeometry()
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// is different.
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// is different.
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VertexData vertices[] = {
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VertexData vertices[] = {
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// Vertex data for face 0
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// Vertex data for face 0
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{QVector3D(-1.0, -1.0, 1.0), QVector2D(0.0, 0.0)}, // v0
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v0
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{QVector3D( 1.0, -1.0, 1.0), QVector2D(0.33, 0.0)}, // v1
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.0f)}, // v1
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{QVector3D(-1.0, 1.0, 1.0), QVector2D(0.0, 0.5)}, // v2
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 0.5f)}, // v2
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{QVector3D( 1.0, 1.0, 1.0), QVector2D(0.33, 0.5)}, // v3
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v3
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// Vertex data for face 1
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// Vertex data for face 1
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{QVector3D( 1.0, -1.0, 1.0), QVector2D( 0.0, 0.5)}, // v4
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D( 0.0f, 0.5f)}, // v4
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{QVector3D( 1.0, -1.0, -1.0), QVector2D(0.33, 0.5)}, // v5
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.5f)}, // v5
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{QVector3D( 1.0, 1.0, 1.0), QVector2D(0.0, 1.0)}, // v6
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v6
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{QVector3D( 1.0, 1.0, -1.0), QVector2D(0.33, 1.0)}, // v7
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v7
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// Vertex data for face 2
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// Vertex data for face 2
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{QVector3D( 1.0, -1.0, -1.0), QVector2D(0.66, 0.5)}, // v8
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v8
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{QVector3D(-1.0, -1.0, -1.0), QVector2D(1.0, 0.5)}, // v9
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.5f)}, // v9
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{QVector3D( 1.0, 1.0, -1.0), QVector2D(0.66, 1.0)}, // v10
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)}, // v10
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{QVector3D(-1.0, 1.0, -1.0), QVector2D(1.0, 1.0)}, // v11
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v11
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// Vertex data for face 3
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// Vertex data for face 3
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{QVector3D(-1.0, -1.0, -1.0), QVector2D(0.66, 0.0)}, // v12
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v12
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{QVector3D(-1.0, -1.0, 1.0), QVector2D(1.0, 0.0)}, // v13
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v13
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{QVector3D(-1.0, 1.0, -1.0), QVector2D(0.66, 0.5)}, // v14
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v14
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{QVector3D(-1.0, 1.0, 1.0), QVector2D(1.0, 0.5)}, // v15
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(1.0f, 0.5f)}, // v15
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// Vertex data for face 4
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// Vertex data for face 4
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{QVector3D(-1.0, -1.0, -1.0), QVector2D(0.33, 0.0)}, // v16
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.0f)}, // v16
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{QVector3D( 1.0, -1.0, -1.0), QVector2D(0.66, 0.0)}, // v17
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v17
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{QVector3D(-1.0, -1.0, 1.0), QVector2D(0.33, 0.5)}, // v18
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v18
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{QVector3D( 1.0, -1.0, 1.0), QVector2D(0.66, 0.5)}, // v19
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v19
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// Vertex data for face 5
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// Vertex data for face 5
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{QVector3D(-1.0, 1.0, 1.0), QVector2D(0.33, 0.5)}, // v20
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v20
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{QVector3D( 1.0, 1.0, 1.0), QVector2D(0.66, 0.5)}, // v21
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v21
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{QVector3D(-1.0, 1.0, -1.0), QVector2D(0.33, 1.0)}, // v22
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v22
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{QVector3D( 1.0, 1.0, -1.0), QVector2D(0.66, 1.0)} // v23
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)} // v23
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};
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};
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// Indices for drawing cube faces using triangle strips.
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// Indices for drawing cube faces using triangle strips.
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@ -756,7 +756,7 @@ void tst_QEasingCurve::testCbrtDouble()
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void tst_QEasingCurve::testCbrtFloat()
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void tst_QEasingCurve::testCbrtFloat()
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{
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{
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const float errorBound = 0.0005;
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const float errorBound = 0.0005f;
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for (int i = 0; i < 100000; i++) {
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for (int i = 0; i < 100000; i++) {
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float f = float(i) / 1000.0f;
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float f = float(i) / 1000.0f;
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@ -468,8 +468,8 @@ void tst_QGuiVariant::vector3D()
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QVariant variant;
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QVariant variant;
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QVector3D vector = qvariant_cast<QVector3D>(variant);
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QVector3D vector = qvariant_cast<QVector3D>(variant);
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QVERIFY(vector.isNull());
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QVERIFY(vector.isNull());
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variant.setValue(QVector3D(0.1, 0.2, 0.3));
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variant.setValue(QVector3D(0.1f, 0.2f, 0.3f));
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QCOMPARE(QVector3D(0.1, 0.2, 0.3), qvariant_cast<QVector3D>(variant));
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QCOMPARE(QVector3D(0.1f, 0.2f, 0.3f), qvariant_cast<QVector3D>(variant));
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void *pvector = QMetaType::create(QVariant::Vector3D, 0);
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void *pvector = QMetaType::create(QVariant::Vector3D, 0);
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QVERIFY(pvector);
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QVERIFY(pvector);
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@ -481,8 +481,8 @@ void tst_QGuiVariant::vector4D()
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QVariant variant;
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QVariant variant;
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QVector4D vector = qvariant_cast<QVector4D>(variant);
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QVector4D vector = qvariant_cast<QVector4D>(variant);
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QVERIFY(vector.isNull());
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QVERIFY(vector.isNull());
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variant.setValue(QVector4D(0.1, 0.2, 0.3, 0.4));
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variant.setValue(QVector4D(0.1f, 0.2f, 0.3f, 0.4f));
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QCOMPARE(QVector4D(0.1, 0.2, 0.3, 0.4), qvariant_cast<QVector4D>(variant));
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QCOMPARE(QVector4D(0.1f, 0.2f, 0.3f, 0.4f), qvariant_cast<QVector4D>(variant));
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void *pvector = QMetaType::create(QVariant::Vector4D, 0);
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void *pvector = QMetaType::create(QVariant::Vector4D, 0);
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QVERIFY(pvector);
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QVERIFY(pvector);
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@ -494,8 +494,8 @@ void tst_QGuiVariant::quaternion()
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QVariant variant;
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QVariant variant;
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QQuaternion quaternion = qvariant_cast<QQuaternion>(variant);
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QQuaternion quaternion = qvariant_cast<QQuaternion>(variant);
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QVERIFY(quaternion.isIdentity());
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QVERIFY(quaternion.isIdentity());
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variant.setValue(QQuaternion(0.1, 0.2, 0.3, 0.4));
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variant.setValue(QQuaternion(0.1f, 0.2f, 0.3f, 0.4f));
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QCOMPARE(QQuaternion(0.1, 0.2, 0.3, 0.4), qvariant_cast<QQuaternion>(variant));
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QCOMPARE(QQuaternion(0.1f, 0.2f, 0.3f, 0.4f), qvariant_cast<QQuaternion>(variant));
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void *pquaternion = QMetaType::create(QVariant::Quaternion, 0);
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void *pquaternion = QMetaType::create(QVariant::Quaternion, 0);
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QVERIFY(pquaternion);
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QVERIFY(pquaternion);
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