Eliminate some compiler warnings about converting float to int.
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@@ -809,7 +809,7 @@ SGTexture::make_monochrome(float contrast, GLubyte r, GLubyte g, GLubyte b) {
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if (contrast != 1.0) {
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float pixcol = -1.0 + (avg/128);
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avg = 128 + 128*powf(pixcol, contrast);
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avg = 128 + int(128*powf(pixcol, contrast));
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}
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ap[0] = avg*r/255;
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@@ -837,7 +837,7 @@ SGTexture::make_grayscale(float contrast) {
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if (contrast != 1.0) {
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float pixcol = -1.0 + (avg/128);
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avg = 128 + 128*powf(pixcol, contrast);
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avg = 128 + int(128*powf(pixcol, contrast));
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}
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int pos = (x + y*texture_width)*colors;
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@@ -877,7 +877,7 @@ SGTexture::make_maxcolorwindow() {
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while (pos < texture_width * texture_height * num_colors) {
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for (int i=0; i < max; i++) {
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texture_data[pos+i] -= offs;
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texture_data[pos+i] *= factor;
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texture_data[pos+i] = int(factor * texture_data[pos+i]);
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}
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pos += num_colors;
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}
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@@ -923,7 +923,7 @@ SGTexture::make_normalmap(float brightness, float contrast) {
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map[mpos+0] = (128+(cx1-c)/2);
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map[mpos+1] = (128+(cy1-c)/2);
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map[mpos+2] = 127+brightness*128; // 255-c/2;
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map[mpos+2] = 127+int(brightness*128); // 255-c/2;
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mpos += colors;
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dpos += num_colors;
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