aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorKim Kulling <kim.kulling@googlemail.com>2018-08-05 23:53:34 +0200
committerKim Kulling <kim.kulling@googlemail.com>2018-08-05 23:53:34 +0200
commitf5f7ed79b820209e8d1cda0159b3d42d2aff196b (patch)
tree790ee22dba42f336214b6d1fad0a54e55ab27234 /src
parentb2cac82fa0190952d59227442e56dbadfe789e51 (diff)
downloadraylib-f5f7ed79b820209e8d1cda0159b3d42d2aff196b.tar.gz
raylib-f5f7ed79b820209e8d1cda0159b3d42d2aff196b.zip
Fix compiler warnings of lib
Diffstat (limited to 'src')
-rw-r--r--src/camera.h4
-rw-r--r--src/rlgl.h4
-rw-r--r--src/shapes.c36
3 files changed, 22 insertions, 22 deletions
diff --git a/src/camera.h b/src/camera.h
index 57471263..2ed35f3b 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -244,8 +244,8 @@ void SetCameraMode(Camera camera, int mode)
distance.y = sqrtf(dx*dx + dy*dy);
// Camera angle calculation
- cameraAngle.x = (float)asinf(fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
- cameraAngle.y = (float)-asinf(fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW)
+ cameraAngle.x = asinf( (float)fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
+ cameraAngle.y = -asinf( (float)fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW)
// NOTE: Just testing what cameraAngle means
//cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
diff --git a/src/rlgl.h b/src/rlgl.h
index d2a7375a..09f99ea2 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -3306,8 +3306,8 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
{
// Resize framebuffer according to mip-level size.
- unsigned int mipWidth = size*(int) powf(0.5f, mip);
- unsigned int mipHeight = size* (int) powf(0.5f, mip);
+ unsigned int mipWidth = size*(int) powf(0.5f, (float) mip);
+ unsigned int mipHeight = size* (int) powf(0.5f, (float) mip);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
diff --git a/src/shapes.c b/src/shapes.c
index 1e09547c..1b3862cc 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -154,7 +154,7 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
// Cubic easing in-out
// NOTE: Easing is calculated only for y position value
- current.y = EaseCubicInOut(i, startPos.y, endPos.y - startPos.y, (float) LINE_DIVISIONS);
+ current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float) LINE_DIVISIONS);
current.x = previous.x + (endPos.x - startPos.x)/ (float) LINE_DIVISIONS;
DrawLineEx(previous, current, thick, color);
@@ -457,14 +457,14 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
{
if (lineThick > rec.width || lineThick > rec.height)
{
- if(rec.width > rec.height) lineThick = rec.height/2;
- else if (rec.width < rec.height) lineThick = rec.width/2;
+ if(rec.width > rec.height) lineThick = (int)rec.height/2;
+ else if (rec.width < rec.height) lineThick = (int)rec.width/2;
}
- DrawRectangle(rec.x, rec.y, rec.width, lineThick, color);
- DrawRectangle(rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2, color);
- DrawRectangle(rec.x, rec.y + rec.height - lineThick, rec.width, lineThick, color);
- DrawRectangle(rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2, color);
+ DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color);
+ DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color);
+ DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color);
+ DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
}
// Draw a triangle
@@ -648,8 +648,8 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
{
bool collision = false;
- float dx = fabs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
- float dy = fabs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
+ float dx = (float)fabs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
+ float dy = (float)fabs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true;
@@ -675,11 +675,11 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
// NOTE: Reviewed version to take into account corner limit case
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
{
- int recCenterX = rec.x + rec.width/2;
- int recCenterY = rec.y + rec.height/2;
+ int recCenterX = (int)(rec.x + rec.width/2.0f);
+ int recCenterY = (int)(rec.y + rec.height/2.0f);
- float dx = fabs(center.x - recCenterX);
- float dy = fabs(center.y - recCenterY);
+ float dx = (float)fabs(center.x - recCenterX);
+ float dy = (float)fabs(center.y - recCenterY);
if (dx > (rec.width/2.0f + radius)) { return false; }
if (dy > (rec.height/2.0f + radius)) { return false; }
@@ -700,8 +700,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
if (CheckCollisionRecs(rec1, rec2))
{
- float dxx = fabs(rec1.x - rec2.x);
- float dyy = fabs(rec1.y - rec2.y);
+ float dxx = (float)fabs(rec1.x - rec2.x);
+ float dyy = (float)fabs(rec1.y - rec2.y);
if (rec1.x <= rec2.x)
{
@@ -768,8 +768,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
// NOTE: Required for DrawLineBezier()
static float EaseCubicInOut(float t, float b, float c, float d)
{
- if ((t /= 0.5*d) < 1)
- return 0.5*c*t*t*t + b;
+ if ((t /= 0.5f*d) < 1)
+ return 0.5f*c*t*t*t + b;
t -= 2;
- return 0.5*c*(t*t*t + 2) + b;
+ return 0.5f*c*(t*t*t + 2.0f) + b;
}