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authorRay <[email protected]>2016-11-02 00:50:08 +0100
committerRay <[email protected]>2016-11-02 00:50:08 +0100
commitf16f39e8aaf0ee95a31600e549c0221d1ce46fdd (patch)
tree96e7d491afe01a81784f10ce594bc5e0ea5f27bd /src/rlgl.c
parent64f67f6e9f414a54dfc3fb519b892ecd5517f2cf (diff)
downloadraylib-f16f39e8aaf0ee95a31600e549c0221d1ce46fdd.tar.gz
raylib-f16f39e8aaf0ee95a31600e549c0221d1ce46fdd.zip
code tweaks to avoid some warnings
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index e2804e9c..d3bba07b 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -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]