diff --git a/src/camera.h b/src/camera.h index 574712638..2ed35f3bf 100644 --- a/src/camera.h +++ b/src/camera.h @@ -244,8 +244,8 @@ void SetCameraMode(Camera camera, int mode) distance.y = sqrtf(dx*dx + dy*dy); // Camera angle calculation - cameraAngle.x = (float)asinf(fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW) - cameraAngle.y = (float)-asinf(fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW) + cameraAngle.x = asinf( (float)fabs(dx)/distance.x); // Camera angle in plane XZ (0 aligned with Z, move positive CCW) + cameraAngle.y = -asinf( (float)fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW) // NOTE: Just testing what cameraAngle means //cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) diff --git a/src/rlgl.h b/src/rlgl.h index d2a7375a5..09f99ea22 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -3306,8 +3306,8 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) { // Resize framebuffer according to mip-level size. - unsigned int mipWidth = size*(int) powf(0.5f, mip); - unsigned int mipHeight = size* (int) powf(0.5f, mip); + unsigned int mipWidth = size*(int) powf(0.5f, (float) mip); + unsigned int mipHeight = size* (int) powf(0.5f, (float) mip); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); diff --git a/src/shapes.c b/src/shapes.c index 1e09547c9..1b3862cc9 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -154,7 +154,7 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) { // Cubic easing in-out // NOTE: Easing is calculated only for y position value - current.y = EaseCubicInOut(i, startPos.y, endPos.y - startPos.y, (float) LINE_DIVISIONS); + current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float) LINE_DIVISIONS); current.x = previous.x + (endPos.x - startPos.x)/ (float) LINE_DIVISIONS; DrawLineEx(previous, current, thick, color); @@ -457,14 +457,14 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) { if (lineThick > rec.width || lineThick > rec.height) { - if(rec.width > rec.height) lineThick = rec.height/2; - else if (rec.width < rec.height) lineThick = rec.width/2; + if(rec.width > rec.height) lineThick = (int)rec.height/2; + else if (rec.width < rec.height) lineThick = (int)rec.width/2; } - DrawRectangle(rec.x, rec.y, rec.width, lineThick, color); - DrawRectangle(rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2, color); - DrawRectangle(rec.x, rec.y + rec.height - lineThick, rec.width, lineThick, color); - DrawRectangle(rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2, color); + DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color); + DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color); + DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color); + DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color); } // Draw a triangle @@ -648,8 +648,8 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) { bool collision = false; - float dx = fabs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2)); - float dy = fabs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2)); + float dx = (float)fabs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2)); + float dy = (float)fabs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2)); if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true; @@ -675,11 +675,11 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa // NOTE: Reviewed version to take into account corner limit case bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) { - int recCenterX = rec.x + rec.width/2; - int recCenterY = rec.y + rec.height/2; + int recCenterX = (int)(rec.x + rec.width/2.0f); + int recCenterY = (int)(rec.y + rec.height/2.0f); - float dx = fabs(center.x - recCenterX); - float dy = fabs(center.y - recCenterY); + float dx = (float)fabs(center.x - recCenterX); + float dy = (float)fabs(center.y - recCenterY); if (dx > (rec.width/2.0f + radius)) { return false; } if (dy > (rec.height/2.0f + radius)) { return false; } @@ -700,8 +700,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) if (CheckCollisionRecs(rec1, rec2)) { - float dxx = fabs(rec1.x - rec2.x); - float dyy = fabs(rec1.y - rec2.y); + float dxx = (float)fabs(rec1.x - rec2.x); + float dyy = (float)fabs(rec1.y - rec2.y); if (rec1.x <= rec2.x) { @@ -768,8 +768,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) // NOTE: Required for DrawLineBezier() static float EaseCubicInOut(float t, float b, float c, float d) { - if ((t /= 0.5*d) < 1) - return 0.5*c*t*t*t + b; + if ((t /= 0.5f*d) < 1) + return 0.5f*c*t*t*t + b; t -= 2; - return 0.5*c*(t*t*t + 2) + b; + return 0.5f*c*(t*t*t + 2.0f) + b; }