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| author | Ray <[email protected]> | 2016-11-02 00:50:08 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2016-11-02 00:50:08 +0100 |
| commit | f16f39e8aaf0ee95a31600e549c0221d1ce46fdd (patch) | |
| tree | 96e7d491afe01a81784f10ce594bc5e0ea5f27bd /src/rlgl.c | |
| parent | 64f67f6e9f414a54dfc3fb519b892ecd5517f2cf (diff) | |
| download | raylib-f16f39e8aaf0ee95a31600e549c0221d1ce46fdd.tar.gz raylib-f16f39e8aaf0ee95a31600e549c0221d1ce46fdd.zip | |
code tweaks to avoid some warnings
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -3882,7 +3882,7 @@ static void SetStereoConfig(VrDeviceInfo hmd) // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG // ...but with lens distortion it is increased (see Oculus SDK Documentation) //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale? - float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG; + float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG; // Compute camera projection matrices float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] |
