From 0eb72cd8c40bbe4d1b0aeae0ea8b3f1af834ef6f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Thomas=20K=C3=B6ppe?= Date: Thu, 1 Sep 2016 17:29:32 +0100 Subject: [PATCH] [renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values --- code/renderergl2/tr_main.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/renderergl2/tr_main.c b/code/renderergl2/tr_main.c index 24d17e0b..de2d6d42 100644 --- a/code/renderergl2/tr_main.c +++ b/code/renderergl2/tr_main.c @@ -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) {