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https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
fixed a bunch of fp math expressions for lack of precision and incorrectly using double instead of float
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85d6762647
commit
389cd1690d
7 changed files with 14 additions and 14 deletions
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@ -623,20 +623,20 @@ void Con_RunConsole()
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{
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// decide on the destination height of the console
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if ( cls.keyCatchers & KEYCATCH_CONSOLE )
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con.finalFrac = 0.5; // half screen
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con.finalFrac = 0.5f; // half screen
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else
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con.finalFrac = 0; // none visible
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con.finalFrac = 0.0f; // none visible
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// scroll towards the destination height
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if (con.finalFrac < con.displayFrac)
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{
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con.displayFrac -= con_speed->value * cls.realFrametime * 0.001;
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con.displayFrac -= con_speed->value * (float)cls.realFrametime / 1000.0f;
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if (con.finalFrac > con.displayFrac)
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con.displayFrac = con.finalFrac;
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}
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else if (con.finalFrac > con.displayFrac)
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{
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con.displayFrac += con_speed->value * cls.realFrametime * 0.001;
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con.displayFrac += con_speed->value * (float)cls.realFrametime / 1000.0f;
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if (con.finalFrac < con.displayFrac)
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con.displayFrac = con.finalFrac;
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}
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@ -226,9 +226,9 @@ static void CL_AdjustAngles()
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float speed;
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if ( in_speed.active ) {
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speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
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speed = ((float)cls.frametime / 1000.0f) * cl_anglespeedkey->value;
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} else {
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speed = 0.001 * cls.frametime;
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speed = (float)cls.frametime / 1000.0f;
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}
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if ( !in_strafe.active ) {
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@ -324,9 +324,9 @@ static void CL_JoystickMove( usercmd_t *cmd )
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}
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if ( in_speed.active ) {
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anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
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anglespeed = ((float)cls.frametime / 1000.0f) * cl_anglespeedkey->value;
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} else {
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anglespeed = 0.001 * cls.frametime;
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anglespeed = (float)cls.frametime / 1000.0f;
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}
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if ( !in_strafe.active ) {
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@ -1919,7 +1919,7 @@ static void Com_Freeze_f( void )
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float s = atof( Cmd_Argv(1) );
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int start = Com_Milliseconds();
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while ( ( Com_Milliseconds() - start ) * 0.001 < s )
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while ( ( Com_Milliseconds() - start ) / 1000.0f < s )
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;
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}
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@ -483,7 +483,7 @@ static void RB_RenderDrawSurfList( const drawSurf_t* drawSurfs, int numDrawSurfs
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if ( entityNum != ENTITYNUM_WORLD ) {
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backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
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if (backEnd.isShaderTimeInSec)
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backEnd.refdef.floatTime = originalTime - (double)(backEnd.currentEntity->e.shaderTime.iShaderTime) * 0.001;
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backEnd.refdef.floatTime = originalTime - (double)(backEnd.currentEntity->e.shaderTime.iShaderTime) / 1000.0;
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else
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backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime.fShaderTime;
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// we have to reset the shaderTime as well otherwise image animations start
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@ -698,7 +698,7 @@ static void RB_SetGL2D()
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// set time for 2D shaders
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backEnd.refdef.time = ri.Milliseconds();
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backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001;
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backEnd.refdef.floatTime = (double)backEnd.refdef.time / 1000.0;
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}
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@ -258,7 +258,7 @@ void RE_RenderScene( const refdef_t* fd )
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// derived info
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tr.refdef.floatTime = (double)tr.refdef.time * 0.001;
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tr.refdef.floatTime = (double)tr.refdef.time / 1000.0;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
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@ -193,7 +193,7 @@ static void RB_CalcBulgeVertexes( const deformStage_t* ds )
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float *normal = ( float * ) tess.normal;
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float now;
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now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
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now = backEnd.refdef.time * ds->bulgeSpeed / 1000.0f;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) {
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int off;
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@ -106,7 +106,7 @@ static void AddSkyPolygon (int nump, vec3_t vecs)
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dv = vecs[j - 1];
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else
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dv = -vecs[-j - 1];
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if (dv < 0.001)
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if (dv < 0.001f)
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continue; // don't divide by zero
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j = vec_to_st[axis][0];
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if (j < 0)
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