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authorCampbell Barton <ideasman42@gmail.com>2012-07-21 19:27:40 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-21 19:27:40 +0400
commit62a73381a7ec63e75960d3c9545c638c85d3b06a (patch)
tree25d16dfc4c245bacb98c3737c3817d1a52ce8d93 /source/gameengine/VideoTexture/ImageRender.cpp
parent1bb7cfded603028db0d52b3c0917900e83b858e6 (diff)
use fabsf when using floats.
Diffstat (limited to 'source/gameengine/VideoTexture/ImageRender.cpp')
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 97e52e3af3d..2cc2c6efa1e 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -637,8 +637,8 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
// otherwise the Y axis is the up direction.
// If the mirror is not perfectly vertical(horizontal), the Z(Y) axis projection on the mirror
// plan by the normal will be the up direction.
- if (fabs(mirrorNormal[2]) > fabs(mirrorNormal[1]) &&
- fabs(mirrorNormal[2]) > fabs(mirrorNormal[0]))
+ if (fabsf(mirrorNormal[2]) > fabsf(mirrorNormal[1]) &&
+ fabsf(mirrorNormal[2]) > fabsf(mirrorNormal[0]))
{
// the mirror is more horizontal than vertical
copy_v3_v3(axis, yaxis);
@@ -649,7 +649,7 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
copy_v3_v3(axis, zaxis);
}
dist = dot_v3v3(mirrorNormal, axis);
- if (fabs(dist) < FLT_EPSILON)
+ if (fabsf(dist) < FLT_EPSILON)
{
// the mirror is already fully aligned with up axis
copy_v3_v3(mirrorUp, axis);