Warning fixes for VS, and removal of associated warning disables
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@@ -294,13 +294,13 @@ void VBSPGeometry::createDispSurface(Face & face, DisplaceInfo & dispInfo)
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texVOffset = currentTexInfo.texture_vecs[1][3];
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// Scale the texture vectors from inches to meters
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texU *= 39.37;
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texV *= 39.37;
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texU *= 39.37f;
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texV *= 39.37f;
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// Get the size of the texture involved, as the planar texture projection
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// assumes non-normalized texture coordinates
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texUScale = 1.0 / (float)currentTexData.texture_width;
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texVScale = 1.0 / (float)currentTexData.texture_height;
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texUScale = 1.0f / (float)currentTexData.texture_width;
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texVScale = 1.0f / (float)currentTexData.texture_height;
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// Get the first edge index
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edgeIndex = face.first_edge;
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@@ -335,7 +335,7 @@ void VBSPGeometry::createDispSurface(Face & face, DisplaceInfo & dispInfo)
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for (i = 0; i < 4; i++)
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{
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// Calculate the distance of the start position from this vertex
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dist = (vertices[i] - dispInfo.start_position * 0.0254).length();
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dist = (vertices[i] - dispInfo.start_position * 0.0254f).length();
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// If this is the smallest distance we've seen, remember it
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if (dist < minDist)
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@@ -553,13 +553,13 @@ void VBSPGeometry::addFace(int faceIndex)
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texVOffset = currentTexInfo.texture_vecs[1][3];
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// Scale the texture vectors from inches to meters
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texU *= 39.37;
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texV *= 39.37;
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texU *= 39.37f;
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texV *= 39.37f;
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// Get the texture size, as the planar texture projection results in
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// non-normalized texture coordinates
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texUScale = 1.0 / (float)currentTexData.texture_width;
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texVScale = 1.0 / (float)currentTexData.texture_height;
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texUScale = 1.0f / (float)currentTexData.texture_width;
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texVScale = 1.0f / (float)currentTexData.texture_height;
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// Start with the last edge index, because we need to switch from
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// clockwise winding (DirectX) to counter-clockwise winding (OpenGL)
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