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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index c6d9981cb3c..8319b75331f 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);