Avoid double-to-float warnings in OpenGL pyramid sample

See #16910.
This commit is contained in:
Manuel Martin
2016-02-28 20:41:22 +01:00
committed by Vadim Zeitlin
parent e5507c27a1
commit bff80808b7
4 changed files with 110 additions and 84 deletions

View File

@@ -59,25 +59,25 @@ double MyDistance(const myVec3& v1, const myVec3& v2);
double AngleBetween(myVec3 v1, myVec3 v2);
// Matrix 4x4 by 4x1 multiplication
myVec4 MyMatMul4x1(const float *m1, const myVec4& v);
myVec4 MyMatMul4x1(const double *m1, const myVec4& v);
// Matrix 4x4 by 4x4 multiplication
void MyMatMul4x4(const float *m1, const float *m2, float* mm);
void MyMatMul4x4(const double *m1, const double *m2, double* mm);
// Matrix inverse. Returns the determinant
double MyMatInverse(const float *m, float *minv);
double MyMatInverse(const double *m, double *minv);
// Matrix of rotation around an axis in the origin
void MyRotate(const myVec3& axis, double angle, float *mrot);
void MyRotate(const myVec3& axis, double angle, double *mrot);
// Matrix for defining the viewing transformation
void MyLookAt(const myVec3& camPos, const myVec3& camUp, const myVec3& targ, float *mt);
void MyLookAt(const myVec3& camPos, const myVec3& camUp, const myVec3& targ, double *mt);
// Matrix for defining the perspective projection with symmetric frustum
void MyPerspective(double fov, double aspect, double zNear, double zFar, float *mp);
void MyPerspective(double fov, double aspect, double zNear, double zFar, double *mp);
// Matrix for defining the orthogonal projection
void MyOrtho(double left, double right, double bottom, double top,
double zNear, double zFar, float *mo);
double zNear, double zFar, double *mo);
#endif // MATHSTUFF_H