Fixes for 64 bit typecast warnings (#1733)

This commit is contained in:
Jeffery Myers
2021-04-25 09:50:26 -07:00
committed by GitHub
parent 8719858655
commit 6c518008a5
18 changed files with 68 additions and 68 deletions

View File

@ -116,22 +116,22 @@ int main(void)
float sw = (float)GetScreenWidth();
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
// Randomise the locations and velocities of the spotlights
// and initialise the shader locations
// Randomize the locations and velocities of the spotlights
// and initialize the shader locations
for (int i = 0; i < MAX_SPOTS; i++)
{
spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f);
spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f);
spots[i].vel = (Vector2){ 0, 0 };
while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
{
spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f;
spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f;
}
spots[i].inner = 28 * (i + 1);
spots[i].radius = 48 * (i + 1);
spots[i].inner = 28.0f * (i + 1);
spots[i].radius = 48.0f * (i + 1);
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
@ -184,14 +184,14 @@ int main(void)
for (int n = 0; n < MAX_STARS; n++)
{
// Single pixel is just too small these days!
DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
{
DrawTexture(texRay,
(screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
(screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
(screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32,
(screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE);
}
// Draw spot lights