diff options
author | Karl Schultz <[email protected]> | 2001-09-19 20:30:44 +0000 |
---|---|---|
committer | Karl Schultz <[email protected]> | 2001-09-19 20:30:44 +0000 |
commit | 7c4268176eaaeb45003db4d5042a518b84c9f6dc (patch) | |
tree | 7359bd33704a6bd32b471049be4744ce27db099f /src/mesa/swrast/s_triangle.c | |
parent | 2fc06af470da1929ac2fffc8d38a5d5ac87490bb (diff) |
silence compiler warnings (last batch for src)
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 30 |
1 files changed, 16 insertions, 14 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index c1aa1facf14..cc447ac5707 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.37 2001/09/13 22:12:54 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.38 2001/09/19 20:30:44 kschultz Exp $ */ /* * Mesa 3-D graphics library @@ -708,8 +708,8 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span, for (i = 0; i < span->count; i++) { \ GLdouble invQ = tex_coord[2] ? \ (1.0 / tex_coord[2]) : 1.0; \ - GLfloat s_tmp = tex_coord[0] * invQ; \ - GLfloat t_tmp = tex_coord[1] * invQ; \ + GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ + GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ GLint s = IFLOOR(s_tmp) & info->smask; \ GLint t = IFLOOR(t_tmp) & info->tmask; \ GLint pos = (t << info->twidth_log2) + s; \ @@ -733,8 +733,8 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span, for (i = 0; i < span->count; i++) { \ GLdouble invQ = tex_coord[2] ? \ (1.0 / tex_coord[2]) : 1.0; \ - GLfloat s_tmp = tex_coord[0] * invQ; \ - GLfloat t_tmp = tex_coord[1] * invQ; \ + GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ + GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \ GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \ GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \ @@ -1144,11 +1144,12 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span) GLfloat q = span->tex[u][3]; GLuint i; for (i = 0; i < span->count; i++) { - const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q); + const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); msTex[u][i] = s * invQ; mtTex[u][i] = t * invQ; mrTex[u][i] = r * invQ; - mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F; + mLambda[u][i] = (GLfloat) + (log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F); s += span->texStep[u][0]; t += span->texStep[u][1]; r += span->texStep[u][2]; @@ -1168,7 +1169,7 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span) GLfloat q = span->tex[u][3]; GLuint i; for (i = 0; i < span->count; i++) { - const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q); + const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); msTex[u][i] = s * invQ; mtTex[u][i] = t * invQ; mrTex[u][i] = r * invQ; @@ -1191,11 +1192,12 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span) GLfloat q = span->tex[0][3]; GLuint i; for (i = 0; i < span->count; i++) { - const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q); + const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); sTex[i] = s * invQ; tTex[i] = t * invQ; rTex[i] = r * invQ; - lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F; + lambda[i] = (GLfloat) + (log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F); s += span->texStep[0][0]; t += span->texStep[0][1]; r += span->texStep[0][2]; @@ -1210,7 +1212,7 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span) GLfloat q = span->tex[0][3]; GLuint i; for (i = 0; i < span->count; i++) { - const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q); + const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); sTex[i] = s * invQ; tTex[i] = t * invQ; rTex[i] = r * invQ; @@ -1351,9 +1353,9 @@ static void general_textured_triangle( GLcontext *ctx, span.green += span.greenStep; \ span.blue += span.blueStep; \ span.alpha += span.alphaStep; \ - sSpan[i] = span.tex[0][0] * invQ; \ - tSpan[i] = span.tex[0][1] * invQ; \ - uSpan[i] = span.tex[0][2] * invQ; \ + sSpan[i] = (GLfloat) (span.tex[0][0] * invQ); \ + tSpan[i] = (GLfloat) (span.tex[0][1] * invQ); \ + uSpan[i] = (GLfloat) (span.tex[0][2] * invQ); \ span.tex[0][0] += span.texStep[0][0]; \ span.tex[0][1] += span.texStep[0][1]; \ span.tex[0][2] += span.texStep[0][2]; \ |