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-rw-r--r--backends/sdl/fb2opengl.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/backends/sdl/fb2opengl.h b/backends/sdl/fb2opengl.h
index 124b0a09ea..51bfd47490 100644
--- a/backends/sdl/fb2opengl.h
+++ b/backends/sdl/fb2opengl.h
@@ -151,14 +151,14 @@ void FB2GL::makeTextures() {
void FB2GL::makeDisplayList(int xf, int yf) {
- float xfix = xf / 128.0; // 128 = 256/2 (half texture => 0.0 to 1.0)
- float yfix = yf / 128.0;
+ float xfix = xf / 128.0f; // 128 = 256/2 (half texture => 0.0 to 1.0)
+ float yfix = yf / 128.0f;
float texend; // End of 256x256 (from -1.0 to 1.0)
if (flags & FB2GL_NO_320)
- texend = 96.0 / 160.0; // 160=320/2 (== 0.0), 256-160=96.
+ texend = 96.0f / 160.0f; // 160=320/2 (== 0.0), 256-160=96.
else
- texend = 1.0;
+ texend = 1.0f;
if (glIsList(displayList))
glDeleteLists(displayList, 1);
@@ -172,13 +172,13 @@ void FB2GL::makeDisplayList(int xf, int yf) {
glBegin(GL_QUADS);
// upper left
- glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, -1.0 - yfix);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, -1.0f - yfix);
// lower left
- glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f);
// lower right
- glTexCoord2f(1.0, 0.0); glVertex2f(texend + xfix, 1.0);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(texend + xfix, 1.0f);
// upper right
- glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(texend + xfix, -1.0f - yfix);
glEnd();
if (flags & FB2GL_NO_320) {
@@ -187,13 +187,13 @@ void FB2GL::makeDisplayList(int xf, int yf) {
glBegin(GL_QUADS);
// upper left
- glTexCoord2f(0.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(texend + xfix, -1.0f - yfix);
// lower left
- glTexCoord2f(0.0, 0.0); glVertex2f(texend + xfix, 1.0);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(texend + xfix, 1.0f);
// lower right
- glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f + xfix, 1.0f);
// upper right
- glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f + xfix, -1.0f - yfix);
glEnd();
}