- fixed: doublize more internal structures, even if they still get converted to float later

This commit is contained in:
Rachael Alexanderson 2017-12-04 17:39:44 -05:00
parent a945418ba6
commit 505c99b0a8
2 changed files with 2 additions and 2 deletions

View file

@ -157,7 +157,7 @@ void FGLModelRenderer::DrawElements(int numIndices, size_t offset)
double FGLModelRenderer::GetTimeFloat() double FGLModelRenderer::GetTimeFloat()
{ {
return (float)I_msTime() * (float)TICRATE / 1000.0f; return (double)I_msTime() * (double)TICRATE / 1000.;
} }
//=========================================================================== //===========================================================================

View file

@ -173,7 +173,7 @@ bool FRenderState::ApplyShader()
activeShader->muInterpolationFactor.Set(mInterpolationFactor); activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muClipHeight.Set(mClipHeight); activeShader->muClipHeight.Set(mClipHeight);
activeShader->muClipHeightDirection.Set(mClipHeightDirection); activeShader->muClipHeightDirection.Set(mClipHeightDirection);
activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * mShaderTimer / 1000.f); activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
activeShader->muAlphaThreshold.Set(mAlphaThreshold); activeShader->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
activeShader->muClipSplit.Set(mClipSplit); activeShader->muClipSplit.Set(mClipSplit);