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- fixed: doublize more internal structures, even if they still get converted to float later
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2 changed files with 2 additions and 2 deletions
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@ -157,7 +157,7 @@ void FGLModelRenderer::DrawElements(int numIndices, size_t offset)
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double FGLModelRenderer::GetTimeFloat()
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double FGLModelRenderer::GetTimeFloat()
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{
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{
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return (float)I_msTime() * (float)TICRATE / 1000.0f;
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return (double)I_msTime() * (double)TICRATE / 1000.;
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}
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}
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//===========================================================================
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//===========================================================================
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@ -173,7 +173,7 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeightDirection.Set(mClipHeightDirection);
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activeShader->muClipHeightDirection.Set(mClipHeightDirection);
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activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * mShaderTimer / 1000.f);
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activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muClipSplit.Set(mClipSplit);
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