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| author | Jeffery Myers <[email protected]> | 2021-10-25 01:21:16 -0700 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-10-25 10:21:16 +0200 |
| commit | daeccd03ace3eacf7907ecca1a697c7d00961cf4 (patch) | |
| tree | 0be2045a1003eed50c1456fd1a380ff970837233 /examples/shaders/shaders_mesh_instancing.c | |
| parent | 086f76ba7abefb1b34e1baa353c5f69dfc5dafdc (diff) | |
| download | raylib-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.c | 20 |
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 }; |
