[renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values

This commit is contained in:
Thomas Köppe 2016-09-01 17:29:32 +01:00
parent 762f50757d
commit 0eb72cd8c4

View file

@ -2362,7 +2362,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
VectorSet(up, 0, 0, -1);
if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
if ( fabsf(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
{
VectorSet(up, -1, 0, 0);
}
@ -2605,7 +2605,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
}
// Check if too close to parallel to light direction
if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
if (fabsf(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
{
if (level == 3 || lightViewIndependentOfCameraView)
{