ddraw: Fix double to float conversion warnings.
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@ -4391,7 +4391,7 @@ static DWORD in_plane(UINT plane, D3DVECTOR normal, D3DVALUE origin_plane, D3DVE
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{
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float distance, norm;
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norm = sqrt( normal.u1.x * normal.u1.x + normal.u2.y * normal.u2.y + normal.u3.z * normal.u3.z );
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norm = sqrtf(normal.u1.x * normal.u1.x + normal.u2.y * normal.u2.y + normal.u3.z * normal.u3.z);
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distance = ( origin_plane + normal.u1.x * center.u1.x + normal.u2.y * center.u2.y + normal.u3.z * center.u3.z ) / norm;
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if ( fabs( distance ) < radius ) return D3DSTATUS_CLIPUNIONLEFT << plane;
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@ -381,11 +381,10 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
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dst->u7.tu = src->u7.tu;
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dst->u8.tv = src->u8.tv;
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/* Now, the matrix multiplication */
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dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
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dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
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dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
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dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
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dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + mat._41;
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dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + mat._42;
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dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + mat._43;
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dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + mat._44;
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dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
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+ Viewport->dwX + Viewport->dwWidth / 2;
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@ -424,11 +423,10 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
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dst->u7.tu = src->u6.tu;
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dst->u8.tv = src->u7.tv;
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/* Now, the matrix multiplication */
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dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
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dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
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dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
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dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
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dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + mat._41;
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dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + mat._42;
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dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + mat._43;
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dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + mat._44;
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dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
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+ Viewport->dwX + Viewport->dwWidth / 2;
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@ -428,10 +428,10 @@ static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
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outH = lpData->lpHOut;
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for(i = 0; i < dwVertexCount; i++)
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{
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x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
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y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
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z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
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w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);
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x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + mat._41;
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y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + mat._42;
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z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + mat._43;
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w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + mat._44;
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if(dwFlags & D3DTRANSFORM_CLIPPED)
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{
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