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authorBenoit Bolsee <benoit.bolsee@online.be>2016-01-09 11:47:33 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2016-01-09 11:47:33 +0300
commit18affe39a53fb0c7e74c001b988fd953756a927d (patch)
treeb76a8f9e558b148e82a13c5f7abac203815f98ac /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
parent18829ee54ae970b3fd2dec74a1d89c24d3085961 (diff)
parent2d973f44e2fd47fa2fd4c1f59247c56517fcb26c (diff)
Merge remote-tracking branch 'origin/master' into decklink
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index 6199b0042ac..e4992f9847a 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -100,13 +100,13 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
//vec[0] = base->object->obmat[2][0];
//vec[1] = base->object->obmat[2][1];
//vec[2] = base->object->obmat[2][2];
- vec[3] = 0.0;
+ vec[3] = 0.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
}
else {
- //vec[3] = 1.0;
+ //vec[3] = 1.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0f);
glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_att1/m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
@@ -124,30 +124,30 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
}
else {
- glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0f);
}
}
if (m_nodiffuse) {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else {
vec[0] = m_energy*m_color[0];
vec[1] = m_energy*m_color[1];
vec[2] = m_energy*m_color[2];
- vec[3] = 1.0;
+ vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
if (m_nospecular)
{
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else if (m_nodiffuse) {
vec[0] = m_energy*m_color[0];
vec[1] = m_energy*m_color[1];
vec[2] = m_energy*m_color[2];
- vec[3] = 1.0;
+ vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
@@ -262,7 +262,7 @@ void RAS_OpenGLLight::Update()
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
- double *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
+ float *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
for (int i=0; i<4; i++)
for (int j=0; j<4; j++, dobmat++)