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| author | Jeffery Myers <[email protected]> | 2021-03-22 23:51:52 -0700 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-03-23 07:51:52 +0100 |
| commit | e48b9a6da1d3dd6163b1596e47c58e7026530dc1 (patch) | |
| tree | 9d1bca87d19ae07f7605c112c53971531b109dc2 /examples/shaders | |
| parent | c6dd41495b2c0d96cf4d1ca108729ec87c9a0b53 (diff) | |
| download | raylib-e48b9a6da1d3dd6163b1596e47c58e7026530dc1.tar.gz raylib-e48b9a6da1d3dd6163b1596e47c58e7026530dc1.zip | |
[Examples] Warning fixes (pt 1) (#1668)
* Fix some warnings in examples.
* cleanups from review
Co-authored-by: Jeffery Myers <[email protected]>
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/shaders_postprocessing.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_rlgl_mesh_instanced.c | 12 | ||||
| -rw-r--r-- | examples/shaders/shaders_simple_mask.c | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_texture_drawing.c | 2 |
4 files changed, 10 insertions, 10 deletions
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index 044e4fb3..ef815391 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -146,7 +146,7 @@ int main(void) BeginShaderMode(shaders[currentShader]); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); + DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE); EndShaderMode(); diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c index 7b72ba96..4ad647c0 100644 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/shaders/shaders_rlgl_mesh_instanced.c @@ -56,14 +56,14 @@ int main(void) // Scatter random cubes around for (int i = 0; i < count; i++) { - float x = GetRandomValue(-50, 50); - float y = GetRandomValue(-50, 50); - float z = GetRandomValue(-50, 50); + float x = (float)GetRandomValue(-50, 50); + float y = (float)GetRandomValue(-50, 50); + float 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; diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index 055afad7..b46b65c7 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -45,10 +45,10 @@ int main(void) camera.projection = CAMERA_PERSPECTIVE; // Define our three models to show the shader on - Mesh torus = GenMeshTorus(.3, 1, 16, 32); + Mesh torus = GenMeshTorus(0.3f, 1, 16, 32); Model model1 = LoadModelFromMesh(torus); - Mesh cube = GenMeshCube(.8,.8,.8); + Mesh cube = GenMeshCube(0.8f,0.8f,0.8f); Model model2 = LoadModelFromMesh(cube); // Generate model to be shaded just to see the gaps in the other two diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c index 9a88e41a..a8cd5abf 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_drawing.c @@ -49,7 +49,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - time = GetTime(); + time = (float)GetTime(); SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- |
