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[renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values
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1 changed files with 2 additions and 2 deletions
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@ -2362,7 +2362,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
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VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
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VectorSet(up, 0, 0, -1);
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if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
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if ( fabsf(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
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{
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VectorSet(up, -1, 0, 0);
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}
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@ -2605,7 +2605,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
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}
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// Check if too close to parallel to light direction
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if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
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if (fabsf(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
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{
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if (level == 3 || lightViewIndependentOfCameraView)
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{
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