More warnings: mark/avert truncating conversions from float.
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@ -364,7 +364,7 @@ void CUCode_AXWii::GenerateVolumeRamp(u16* output, u16 vol1, u16 vol2, size_t nv
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for (size_t i = 0; i < nvals; ++i)
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{
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curr += (vol2 - vol1) / (float)nvals;
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output[i] = curr;
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output[i] = (u16) curr;
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}
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}
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@ -119,7 +119,7 @@ void GCPad::GetInput(SPADStatus* const pad)
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void GCPad::SetMotor(const u8 on)
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{
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float state = (float)on / 255;
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float force = abs(state - 0.5) * 2;
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float force = abs(state - 0.5f) * 2;
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if (state < 0.5)
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force = -force;
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@ -109,18 +109,18 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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if (strcmp((*g)->control_group->name, "Main Stick") == 0)
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{
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max = (87.0 / 127.0) * 100;
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diagonal = (55.0 / 127.0) * 100.0;
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max = (87.0f / 127.0f) * 100;
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diagonal = (55.0f / 127.0f) * 100.0;
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}
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else if (strcmp((*g)->control_group->name,"C-Stick") == 0)
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{
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max = (74.0 / 127.0) * 100;
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diagonal = (46.0 / 127.0) * 100;
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max = (74.0f / 127.0f) * 100;
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diagonal = (46.0f / 127.0f) * 100;
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}
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else
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{
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max = (82.0 / 127.0) * 100;
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diagonal = (58.0 / 127.0) * 100;
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max = (82.0f / 127.0f) * 100;
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diagonal = (58.0f / 127.0f) * 100;
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}
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// polygon corners
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@ -1318,7 +1318,7 @@ void Renderer::SetLineWidth()
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// We can't change line width in D3D unless we use ID3DXLine
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float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
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float psize = bpmem.lineptwidth.pointsize * fratio / 6.0f;
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psize = psize > 0 ? psize : 1.0;
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psize = psize > 0 ? psize : 1.0f;
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if (psize > m_fMaxPointSize)
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{
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psize = m_fMaxPointSize;
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@ -189,8 +189,8 @@ void RasterFont::printMultilineText(const char *text, double start_x, double sta
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int usage = 0;
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GLfloat delta_x = GLfloat(2*char_width)/GLfloat(bbWidth);
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GLfloat delta_y = GLfloat(2*char_height)/GLfloat(bbHeight);
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GLfloat border_x = 2.0/GLfloat(bbWidth);
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GLfloat border_y = 4.0/GLfloat(bbHeight);
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GLfloat border_x = 2.0f/GLfloat(bbWidth);
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GLfloat border_y = 4.0f/GLfloat(bbHeight);
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GLfloat x = GLfloat(start_x);
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GLfloat y = GLfloat(start_y);
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@ -199,7 +199,7 @@ void RasterFont::printMultilineText(const char *text, double start_x, double sta
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u8 c = text[i];
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if(c == '\n') {
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x = start_x;
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x = GLfloat(start_x);
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y -= delta_y + border_y;
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continue;
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}
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@ -755,7 +755,7 @@ void Tev::Draw()
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// First, calculate the offset from the viewport center (normalized to 0..1)
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float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)swxfregs.viewport.wd;
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// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
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int index = 9 - std::abs(offset) * 9.f;
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int index = (int) (9 - std::abs(offset) * 9.f);
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index = (index < 0) ? 0 : (index > 9) ? 9 : index; // TODO: Shouldn't be necessary!
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// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
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float k = bpmem.fogRange.K[index/2].GetValue(index%2) * 4.f;
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