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- Missed some castings.
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1 changed files with 5 additions and 5 deletions
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@ -66,11 +66,11 @@ bool gl_GetLight(int group, Plane & p, FDynamicLight * light, bool checkside, FD
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DVector3 pos = light->PosRelative(group);
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DVector3 pos = light->PosRelative(group);
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float radius = (light->GetRadius());
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float radius = (light->GetRadius());
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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auto dist = fabs(p.DistToPoint((float)pos.X, (float)pos.Z, (float)pos.Y));
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if (radius <= 0.f) return false;
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
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if (checkside && gl_lights_checkside && p.PointOnSide((float)pos.X, (float)pos.Z, (float)pos.Y))
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{
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{
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return false;
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return false;
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}
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}
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@ -143,9 +143,9 @@ void gl_AddLightToList(int group, FDynamicLight * light, FDynLightData &ldata)
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}
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
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data[0] = pos.X;
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data[0] = float(pos.X);
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data[1] = pos.Z;
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data[1] = float(pos.Z);
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data[2] = pos.Y;
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data[2] = float(pos.Y);
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data[3] = radius;
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data[3] = radius;
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data[4] = r;
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data[4] = r;
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data[5] = g;
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data[5] = g;
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