diff --git a/src/gl/scene/gl_drawinfo.cpp b/src/gl/scene/gl_drawinfo.cpp index d1dd60c4f..e4722b3db 100644 --- a/src/gl/scene/gl_drawinfo.cpp +++ b/src/gl/scene/gl_drawinfo.cpp @@ -536,7 +536,7 @@ void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort) const bool drawBillboardFacingCamera = gl_billboard_faces_camera; // [Nash] has +ROLLSPRITE - const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE); + const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & (RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE)); // cannot sort them at the moment. This requires more complex splitting. if (drawWithXYBillboard || drawBillboardFacingCamera || rotated) diff --git a/src/gl/scene/gl_wall.h b/src/gl/scene/gl_wall.h index 143029ba7..bdee5761f 100644 --- a/src/gl/scene/gl_wall.h +++ b/src/gl/scene/gl_wall.h @@ -66,7 +66,7 @@ struct GLSeg // we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim float x = y2 - y1; float y = x1 - x2; - float length = sqrt(x*x + y*y); + float length = sqrtf(x*x + y*y); return FVector3(x / length, 0, y / length); } };