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Commit bf893199 authored by Christophe Geuzaine's avatar Christophe Geuzaine
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fix msvc warnings

parent 88d4f684
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...@@ -2360,8 +2360,8 @@ static void gl2psParseFeedbackBuffer(GLint used) ...@@ -2360,8 +2360,8 @@ static void gl2psParseFeedbackBuffer(GLint used)
node->image->width = (GLint)current[2]; node->image->width = (GLint)current[2];
current += 2; used -= 2; current += 2; used -= 2;
node->image->height = (GLint)current[2]; node->image->height = (GLint)current[2];
prim->verts[0].xyz[0] = prim->verts[0].xyz[0] - (int)(node->image->width / 2) + 0.5; prim->verts[0].xyz[0] = prim->verts[0].xyz[0] - (int)(node->image->width / 2) + 0.5F;
prim->verts[0].xyz[1] = prim->verts[0].xyz[1] - (int)(node->image->height / 2) + 0.5; prim->verts[0].xyz[1] = prim->verts[0].xyz[1] - (int)(node->image->height / 2) + 0.5F;
for(i = 1; i < 4; i++){ for(i = 1; i < 4; i++){
for(v = 0; v < 3; v++){ for(v = 0; v < 3; v++){
prim->verts[i].xyz[v] = prim->verts[0].xyz[v]; prim->verts[i].xyz[v] = prim->verts[0].xyz[v];
...@@ -2457,7 +2457,7 @@ static void gl2psPrintPostScriptPixmap(GLfloat x, GLfloat y, GL2PSimage *im) ...@@ -2457,7 +2457,7 @@ static void gl2psPrintPostScriptPixmap(GLfloat x, GLfloat y, GL2PSimage *im)
for(row = 0; row < height; row++){ for(row = 0; row < height; row++){
for(col = 0; col < width; col++){ for(col = 0; col < width; col++){
gl2psGetRGB(im, col, row, &dr, &dg, &db); gl2psGetRGB(im, col, row, &dr, &dg, &db);
fgrey = (0.30 * dr + 0.59 * dg + 0.11 * db); fgrey = (0.30F * dr + 0.59F * dg + 0.11F * db);
grey = (unsigned char)(255. * fgrey); grey = (unsigned char)(255. * fgrey);
gl2psWriteByte(grey); gl2psWriteByte(grey);
} }
...@@ -4929,46 +4929,46 @@ static void gl2psPrintSVGSmoothTriangle(GL2PSxyz xyz[3], GL2PSrgba rgba[3]) ...@@ -4929,46 +4929,46 @@ static void gl2psPrintSVGSmoothTriangle(GL2PSxyz xyz[3], GL2PSrgba rgba[3])
/* subdivide into 4 subtriangles */ /* subdivide into 4 subtriangles */
for(i = 0; i < 3; i++){ for(i = 0; i < 3; i++){
xyz2[0][i] = xyz[0][i]; xyz2[0][i] = xyz[0][i];
xyz2[1][i] = 0.5 * (xyz[0][i] + xyz[1][i]); xyz2[1][i] = 0.5F * (xyz[0][i] + xyz[1][i]);
xyz2[2][i] = 0.5 * (xyz[0][i] + xyz[2][i]); xyz2[2][i] = 0.5F * (xyz[0][i] + xyz[2][i]);
} }
for(i = 0; i < 4; i++){ for(i = 0; i < 4; i++){
rgba2[0][i] = rgba[0][i]; rgba2[0][i] = rgba[0][i];
rgba2[1][i] = 0.5 * (rgba[0][i] + rgba[1][i]); rgba2[1][i] = 0.5F * (rgba[0][i] + rgba[1][i]);
rgba2[2][i] = 0.5 * (rgba[0][i] + rgba[2][i]); rgba2[2][i] = 0.5F * (rgba[0][i] + rgba[2][i]);
} }
gl2psPrintSVGSmoothTriangle(xyz2, rgba2); gl2psPrintSVGSmoothTriangle(xyz2, rgba2);
for(i = 0; i < 3; i++){ for(i = 0; i < 3; i++){
xyz2[0][i] = 0.5 * (xyz[0][i] + xyz[1][i]); xyz2[0][i] = 0.5F * (xyz[0][i] + xyz[1][i]);
xyz2[1][i] = xyz[1][i]; xyz2[1][i] = xyz[1][i];
xyz2[2][i] = 0.5 * (xyz[1][i] + xyz[2][i]); xyz2[2][i] = 0.5F * (xyz[1][i] + xyz[2][i]);
} }
for(i = 0; i < 4; i++){ for(i = 0; i < 4; i++){
rgba2[0][i] = 0.5 * (rgba[0][i] + rgba[1][i]); rgba2[0][i] = 0.5F * (rgba[0][i] + rgba[1][i]);
rgba2[1][i] = rgba[1][i]; rgba2[1][i] = rgba[1][i];
rgba2[2][i] = 0.5 * (rgba[1][i] + rgba[2][i]); rgba2[2][i] = 0.5F * (rgba[1][i] + rgba[2][i]);
} }
gl2psPrintSVGSmoothTriangle(xyz2, rgba2); gl2psPrintSVGSmoothTriangle(xyz2, rgba2);
for(i = 0; i < 3; i++){ for(i = 0; i < 3; i++){
xyz2[0][i] = 0.5 * (xyz[0][i] + xyz[2][i]); xyz2[0][i] = 0.5F * (xyz[0][i] + xyz[2][i]);
xyz2[1][i] = xyz[2][i]; xyz2[1][i] = xyz[2][i];
xyz2[2][i] = 0.5 * (xyz[1][i] + xyz[2][i]); xyz2[2][i] = 0.5F * (xyz[1][i] + xyz[2][i]);
} }
for(i = 0; i < 4; i++){ for(i = 0; i < 4; i++){
rgba2[0][i] = 0.5 * (rgba[0][i] + rgba[2][i]); rgba2[0][i] = 0.5F * (rgba[0][i] + rgba[2][i]);
rgba2[1][i] = rgba[2][i]; rgba2[1][i] = rgba[2][i];
rgba2[2][i] = 0.5 * (rgba[1][i] + rgba[2][i]); rgba2[2][i] = 0.5F * (rgba[1][i] + rgba[2][i]);
} }
gl2psPrintSVGSmoothTriangle(xyz2, rgba2); gl2psPrintSVGSmoothTriangle(xyz2, rgba2);
for(i = 0; i < 3; i++){ for(i = 0; i < 3; i++){
xyz2[0][i] = 0.5 * (xyz[0][i] + xyz[1][i]); xyz2[0][i] = 0.5F * (xyz[0][i] + xyz[1][i]);
xyz2[1][i] = 0.5 * (xyz[1][i] + xyz[2][i]); xyz2[1][i] = 0.5F * (xyz[1][i] + xyz[2][i]);
xyz2[2][i] = 0.5 * (xyz[0][i] + xyz[2][i]); xyz2[2][i] = 0.5F * (xyz[0][i] + xyz[2][i]);
} }
for(i = 0; i < 4; i++){ for(i = 0; i < 4; i++){
rgba2[0][i] = 0.5 * (rgba[0][i] + rgba[1][i]); rgba2[0][i] = 0.5F * (rgba[0][i] + rgba[1][i]);
rgba2[1][i] = 0.5 * (rgba[1][i] + rgba[2][i]); rgba2[1][i] = 0.5F * (rgba[1][i] + rgba[2][i]);
rgba2[2][i] = 0.5 * (rgba[0][i] + rgba[2][i]); rgba2[2][i] = 0.5F * (rgba[0][i] + rgba[2][i]);
} }
gl2psPrintSVGSmoothTriangle(xyz2, rgba2); gl2psPrintSVGSmoothTriangle(xyz2, rgba2);
} }
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