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