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authorJeffery Myers <[email protected]>2023-11-06 11:31:07 -0800
committerGitHub <[email protected]>2023-11-06 20:31:07 +0100
commit6cd37e57a6b38bb06cc54ecf6aa7659d4895723b (patch)
treed3dee9e7f62fc74ee06caa51b99b684292bb3f24 /examples/shaders
parentfc21a8e552c452804838bfbbbaadaf044a74b81e (diff)
downloadraylib-6cd37e57a6b38bb06cc54ecf6aa7659d4895723b.tar.gz
raylib-6cd37e57a6b38bb06cc54ecf6aa7659d4895723b.zip
Fix warnings in visual studio (#3512)
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_hybrid_render.c8
-rw-r--r--examples/shaders/shaders_write_depth.c2
2 files changed, 5 insertions, 5 deletions
diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c
index 53e14b88..00121fb7 100644
--- a/examples/shaders/shaders_hybrid_render.c
+++ b/examples/shaders/shaders_hybrid_render.c
@@ -68,7 +68,7 @@ int main(void)
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
- Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
+ Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
// Use Customized function to create writable depth texture buffer
@@ -84,7 +84,7 @@ int main(void)
};
// Camera FOV is pre-calculated in the camera Distance.
- double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
+ float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -113,7 +113,7 @@ int main(void)
// Raymarch Scene
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
BeginShaderMode(shdrRaymarch);
- DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
+ DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Raserize Scene
@@ -132,7 +132,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
- DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c
index d9e40d0d..ef011693 100644
--- a/examples/shaders/shaders_write_depth.c
+++ b/examples/shaders/shaders_write_depth.c
@@ -92,7 +92,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
- DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------