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Diffstat (limited to 'source/blender/render/intern/texture_margin.cc')
-rw-r--r--source/blender/render/intern/texture_margin.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc
index dda9999b843..201908234fe 100644
--- a/source/blender/render/intern/texture_margin.cc
+++ b/source/blender/render/intern/texture_margin.cc
@@ -245,8 +245,8 @@ class TextureMarginMap {
for (int i = 0; i < maxPolygonSteps; i++) {
/* Force to pixel grid. */
- int nx = (int)round(destX);
- int ny = (int)round(destY);
+ int nx = int(round(destX));
+ int ny = int(round(destY));
uint32_t polygon_from_map = get_pixel(nx, ny);
if (other_poly == polygon_from_map) {
found_pixel_in_polygon = true;
@@ -562,8 +562,8 @@ static void generate_margin(ImBuf *ibuf,
* our intersection tests where a pixel gets in between 2 faces or the middle of a quad,
* camera aligned quads also have this problem but they are less common.
* Add a small offset to the UVs, fixes bug T18685. */
- vec[a][0] = (uv[0] - uv_offset[0]) * (float)ibuf->x - (0.5f + 0.001f);
- vec[a][1] = (uv[1] - uv_offset[1]) * (float)ibuf->y - (0.5f + 0.002f);
+ vec[a][0] = (uv[0] - uv_offset[0]) * float(ibuf->x) - (0.5f + 0.001f);
+ vec[a][1] = (uv[1] - uv_offset[1]) * float(ibuf->y) - (0.5f + 0.002f);
}
/* NOTE: we need the top bit for the dijkstra distance map. */