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authorJeffery Myers <[email protected]>2021-10-25 01:21:16 -0700
committerGitHub <[email protected]>2021-10-25 10:21:16 +0200
commitdaeccd03ace3eacf7907ecca1a697c7d00961cf4 (patch)
tree0be2045a1003eed50c1456fd1a380ff970837233 /examples/shaders/shaders_mesh_instancing.c
parent086f76ba7abefb1b34e1baa353c5f69dfc5dafdc (diff)
downloadraylib-daeccd03ace3eacf7907ecca1a697c7d00961cf4.tar.gz
raylib-daeccd03ace3eacf7907ecca1a697c7d00961cf4.zip
Fix VC warnings for examples (#2085)
Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.c')
-rw-r--r--examples/shaders/shaders_mesh_instancing.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c
index 11662f73..339b9379 100644
--- a/examples/shaders/shaders_mesh_instancing.c
+++ b/examples/shaders/shaders_mesh_instancing.c
@@ -67,14 +67,14 @@ int main(void)
// Scatter random cubes around
for (int i = 0; i < MAX_INSTANCES; i++)
{
- x = GetRandomValue(-50, 50);
- y = GetRandomValue(-50, 50);
- z = GetRandomValue(-50, 50);
+ x = (float)GetRandomValue(-50, 50);
+ y = (float)GetRandomValue(-50, 50);
+ z = (float)GetRandomValue(-50, 50);
translations[i] = MatrixTranslate(x, y, z);
- x = GetRandomValue(0, 360);
- y = GetRandomValue(0, 360);
- z = GetRandomValue(0, 360);
+ x = (float)GetRandomValue(0, 360);
+ y = (float)GetRandomValue(0, 360);
+ z = (float)GetRandomValue(0, 360);
Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
@@ -136,11 +136,11 @@ int main(void)
if (IsKeyDown(KEY_NINE)) groups = 9;
if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
- if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
- if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
+ if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
+ if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
- if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1);
- if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1);
+ if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1);
+ if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1);
// Update the light shader with the camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };