From 6c518008a58853197890b45e941f342e4195de60 Mon Sep 17 00:00:00 2001
From: Jeffery Myers <jeffm2501@gmail.com>
Date: Sun, 25 Apr 2021 09:50:26 -0700
Subject: [PATCH] Fixes for 64 bit typecast warnings (#1733)

---
 examples/core/core_window_letterbox.c         |  2 +-
 examples/physics/physics_shatter.c            |  4 ++--
 examples/shaders/shaders_basic_lighting.c     |  4 ++--
 examples/shaders/shaders_custom_uniform.c     |  2 +-
 examples/shaders/shaders_eratosthenes.c       |  2 +-
 examples/shaders/shaders_fog.c                | 18 +++++++--------
 examples/shaders/shaders_julia_set.c          | 12 +++++-----
 examples/shaders/shaders_spotlight.c          | 22 +++++++++----------
 examples/shapes/shapes_basic_shapes.c         | 12 +++++-----
 examples/shapes/shapes_colors_palette.c       |  8 +++----
 examples/shapes/shapes_following_eyes.c       |  8 +++----
 examples/shapes/shapes_lines_bezier.c         |  2 +-
 examples/text/text_font_filters.c             |  6 ++---
 examples/text/text_font_spritefont.c          | 12 +++++-----
 examples/text/text_raylib_fonts.c             |  4 ++--
 examples/text/text_rectangle_bounds.c         |  8 +++----
 examples/textures/textures_mouse_painting.c   |  2 +-
 examples/textures/textures_sprite_explosion.c |  8 +++----
 18 files changed, 68 insertions(+), 68 deletions(-)

diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c
index dca70d9ac..2c3af6df6 100644
--- a/examples/core/core_window_letterbox.c
+++ b/examples/core/core_window_letterbox.c
@@ -70,7 +70,7 @@ int main(void)
         Vector2 virtualMouse = { 0 };
         virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
         virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
-        virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
+        virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
 
         // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
         //SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
diff --git a/examples/physics/physics_shatter.c b/examples/physics/physics_shatter.c
index e996a3721..d14e9ba65 100644
--- a/examples/physics/physics_shatter.c
+++ b/examples/physics/physics_shatter.c
@@ -35,7 +35,7 @@ int main(void)
     SetPhysicsGravity(0, 0);
 
     // Create random polygon physics body to shatter
-    CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+    CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -50,7 +50,7 @@ int main(void)
         {
             ResetPhysics();
 
-            CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+            CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
         }
 
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))    // Physics shatter input
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index c7e43b0c8..6ef09e4aa 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -146,8 +146,8 @@ int main(void)
 
                 // Draw the three models
                 DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
-                DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
-                DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
+                DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
+                DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
 
                 // Draw markers to show where the lights are
                 if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index ecc314e4a..6efda727b 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.c
@@ -109,7 +109,7 @@ int main(void)
             BeginShaderMode(shader);
 
                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
-                DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
+                DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
 
             EndShaderMode();
 
diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c
index f0b828a9c..d5163a7f6 100644
--- a/examples/shaders/shaders_eratosthenes.c
+++ b/examples/shaders/shaders_eratosthenes.c
@@ -75,7 +75,7 @@ int main(void)
 
             BeginShaderMode(shader);
                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
-                DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
+                DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
             EndShaderMode();
 
         EndDrawing();
diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c
index 0f9d782e4..fef311c41 100644
--- a/examples/shaders/shaders_fog.c
+++ b/examples/shaders/shaders_fog.c
@@ -102,21 +102,21 @@ int main(void)
 
         if (IsKeyDown(KEY_UP))
         {
-            fogDensity += 0.001;
-            if (fogDensity > 1.0) fogDensity = 1.0;
+            fogDensity += 0.001f;
+            if (fogDensity > 1.0f) fogDensity = 1.0f;
         }
 
         if (IsKeyDown(KEY_DOWN))
         {
-            fogDensity -= 0.001;
-            if (fogDensity < 0.0) fogDensity = 0.0;
+            fogDensity -= 0.001f;
+            if (fogDensity < 0.0f) fogDensity = 0.0f;
         }
 
         SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
 
         // Rotate the torus
-        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
-        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
+        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
+        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
 
         // Update the light shader with the camera view position
         SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
@@ -132,10 +132,10 @@ int main(void)
 
                 // Draw the three models
                 DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
-                DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
-                DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
+                DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
+                DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
 
-                for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
+                for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
 
             EndMode3D();
 
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
index 6ca226867..b6138b7be 100644
--- a/examples/shaders/shaders_julia_set.c
+++ b/examples/shaders/shaders_julia_set.c
@@ -27,12 +27,12 @@
 // A few good julia sets
 const float pointsOfInterest[6][2] =
 {
-    { -0.348827, 0.607167 },
-    { -0.786268, 0.169728 },
-    { -0.8, 0.156 },
-    { 0.285, 0.0 },
-    { -0.835, -0.2321 },
-    { -0.70176, -0.3842 },
+    { -0.348827f, 0.607167f },
+    { -0.786268f, 0.169728f },
+    { -0.8f, 0.156f },
+    { 0.285f, 0.0f },
+    { -0.835f, -0.2321f },
+    { -0.70176f, -0.3842f },
 };
 
 int main(void)
diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c
index 40fd23172..892093d75 100644
--- a/examples/shaders/shaders_spotlight.c
+++ b/examples/shaders/shaders_spotlight.c
@@ -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
diff --git a/examples/shapes/shapes_basic_shapes.c b/examples/shapes/shapes_basic_shapes.c
index f7a8d02fd..cd165d2e6 100644
--- a/examples/shapes/shapes_basic_shapes.c
+++ b/examples/shapes/shapes_basic_shapes.c
@@ -45,9 +45,9 @@ int main(void)
             DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE);  // NOTE: Uses QUADS internally, not lines
             DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
 
-            DrawTriangle((Vector2){screenWidth/4*3, 80},
-                         (Vector2){screenWidth/4*3 - 60, 150},
-                         (Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
+            DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
+                         (Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
+                         (Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
 
             DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
 
@@ -57,9 +57,9 @@ int main(void)
             // this way, all LINES are rendered in a single draw pass
             DrawLine(18, 42, screenWidth - 18, 42, BLACK);
             DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
-            DrawTriangleLines((Vector2){screenWidth/4*3, 160},
-                              (Vector2){screenWidth/4*3 - 20, 230},
-                              (Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
+            DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
+                              (Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
+                              (Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
         EndDrawing();
         //----------------------------------------------------------------------------------
     }
diff --git a/examples/shapes/shapes_colors_palette.c b/examples/shapes/shapes_colors_palette.c
index a0bba002a..0865d5814 100644
--- a/examples/shapes/shapes_colors_palette.c
+++ b/examples/shapes/shapes_colors_palette.c
@@ -37,10 +37,10 @@ int main(void)
     // Fills colorsRecs data (for every rectangle)
     for (int i = 0; i < MAX_COLORS_COUNT; i++)
     {
-        colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
-        colorsRecs[i].y = 80 + 100*(i/7) + 10*(i/7);
-        colorsRecs[i].width = 100;
-        colorsRecs[i].height = 100;
+        colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
+        colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
+        colorsRecs[i].width = 100.0f;
+        colorsRecs[i].height = 100.0f;
     }
 
     int colorState[MAX_COLORS_COUNT] = { 0 };           // Color state: 0-DEFAULT, 1-MOUSE_HOVER
diff --git a/examples/shapes/shapes_following_eyes.c b/examples/shapes/shapes_following_eyes.c
index a36a8d67b..9ded4feb5 100644
--- a/examples/shapes/shapes_following_eyes.c
+++ b/examples/shapes/shapes_following_eyes.c
@@ -22,12 +22,12 @@ int main(void)
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
 
-    Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
-    Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
+    Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
+    Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
     float scleraRadius = 80;
 
-    Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
-    Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
+    Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
+    Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
     float irisRadius = 24;
 
     float angle = 0.0f;
diff --git a/examples/shapes/shapes_lines_bezier.c b/examples/shapes/shapes_lines_bezier.c
index 3d4edcded..00b68c9f1 100644
--- a/examples/shapes/shapes_lines_bezier.c
+++ b/examples/shapes/shapes_lines_bezier.c
@@ -22,7 +22,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
 
     Vector2 start = { 0, 0 };
-    Vector2 end = { screenWidth, screenHeight };
+    Vector2 end = { (float)screenWidth, (float)screenHeight };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
diff --git a/examples/text/text_font_filters.c b/examples/text/text_font_filters.c
index 9ad5cff4e..71213ced9 100644
--- a/examples/text/text_font_filters.c
+++ b/examples/text/text_font_filters.c
@@ -35,8 +35,8 @@ int main(void)
     // NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
     GenTextureMipmaps(&font.texture);
 
-    float fontSize = font.baseSize;
-    Vector2 fontPosition = { 40, screenHeight/2 - 80 };
+    float fontSize = (float)font.baseSize;
+    Vector2 fontPosition = { 40.0f, screenHeight/2.0f - 80.0f };
     Vector2 textSize = { 0.0f, 0.0f };
 
     // Setup texture scaling filter
@@ -86,7 +86,7 @@ int main(void)
             if (IsFileExtension(droppedFiles[0], ".ttf"))
             {
                 UnloadFont(font);
-                font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
+                font = LoadFontEx(droppedFiles[0], (int)fontSize, 0, 0);
                 ClearDroppedFiles();
             }
         }
diff --git a/examples/text/text_font_spritefont.c b/examples/text/text_font_spritefont.c
index 8ff63bb9d..424e2719e 100644
--- a/examples/text/text_font_spritefont.c
+++ b/examples/text/text_font_spritefont.c
@@ -38,14 +38,14 @@ int main(void)
     Font font2 = LoadFont("resources/custom_alagard.png");        // Font loading
     Font font3 = LoadFont("resources/custom_jupiter_crash.png");  // Font loading
 
-    Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
-                              screenHeight/2 - font1.baseSize/2 - 80 };
+    Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
+                              screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
 
-    Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2).x/2,
-                              screenHeight/2 - font2.baseSize/2 - 10 };
+    Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
+                              screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
 
-    Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2).x/2,
-                              screenHeight/2.0f - font3.baseSize/2 + 50 };
+    Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
+                              screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
diff --git a/examples/text/text_raylib_fonts.c b/examples/text/text_raylib_fonts.c
index 782a5f876..7bcfb7f69 100644
--- a/examples/text/text_raylib_fonts.c
+++ b/examples/text/text_raylib_fonts.c
@@ -52,8 +52,8 @@ int main(void)
 
     for (int i = 0; i < MAX_FONTS; i++)
     {
-        positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, spacings[i]).x/2.0f;
-        positions[i].y = 60 + fonts[i].baseSize + 45*i;
+        positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, (float)spacings[i]).x/2.0f;
+        positions[i].y = 60.0f + fonts[i].baseSize + 45.0f*i;
     }
 
     // Small Y position corrections
diff --git a/examples/text/text_rectangle_bounds.c b/examples/text/text_rectangle_bounds.c
index 4d3edaccc..cb2469554 100644
--- a/examples/text/text_rectangle_bounds.c
+++ b/examples/text/text_rectangle_bounds.c
@@ -29,14 +29,14 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
     bool resizing = false;
     bool wordWrap = true;
 
-    Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
+    Rectangle container = { 25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f };
     Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
 
     // Minimum width and heigh for the container rectangle
     const float minWidth = 60;
     const float minHeight = 60;
-    const float maxWidth = screenWidth - 50;
-    const float maxHeight = screenHeight - 160;
+    const float maxWidth = screenWidth - 50.0f;
+    const float maxHeight = screenHeight - 160.0f;
 
     Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
     Color borderColor = MAROON;         // Container border color
@@ -99,7 +99,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
 
             // Draw bottom info
             DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
-            DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
+            DrawRectangleRec((Rectangle){ 382.0f, screenHeight - 34.0f, 12.0f, 12.0f }, MAROON);
 
             DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK);
             if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED);
diff --git a/examples/textures/textures_mouse_painting.c b/examples/textures/textures_mouse_painting.c
index 30fd390f0..5cfbe6e06 100644
--- a/examples/textures/textures_mouse_painting.c
+++ b/examples/textures/textures_mouse_painting.c
@@ -177,7 +177,7 @@ int main(void)
         // Draw drawing circle for reference
         if (mousePos.y > 50)
         {
-            if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, GRAY);
+            if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
             else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
         }
 
diff --git a/examples/textures/textures_sprite_explosion.c b/examples/textures/textures_sprite_explosion.c
index 900ec9664..2394f6a88 100644
--- a/examples/textures/textures_sprite_explosion.c
+++ b/examples/textures/textures_sprite_explosion.c
@@ -32,8 +32,8 @@ int main(void)
     Texture2D explosion = LoadTexture("resources/explosion.png");
 
     // Init variables for animation
-    int frameWidth = explosion.width/NUM_FRAMES_PER_LINE;   // Sprite one frame rectangle width
-    int frameHeight = explosion.height/NUM_LINES;           // Sprite one frame rectangle height
+    float frameWidth = explosion.width/NUM_FRAMES_PER_LINE;   // Sprite one frame rectangle width
+    float frameHeight = explosion.height/NUM_LINES;           // Sprite one frame rectangle height
     int currentFrame = 0;
     int currentLine = 0;
 
@@ -89,8 +89,8 @@ int main(void)
             }
         }
 
-        frameRec.x = (float)frameWidth*currentFrame;
-        frameRec.y = (float)frameHeight*currentLine;
+        frameRec.x = frameWidth*currentFrame;
+        frameRec.y = frameHeight*currentLine;
         //----------------------------------------------------------------------------------
 
         // Draw