[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]); VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
VectorSet(up, 0, 0, -1); 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); 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 // 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) if (level == 3 || lightViewIndependentOfCameraView)
{ {