return;
numpixels = resolution[0]*resolution[1]*resolution[2];
// allocate pixels for this update...
- pixels = Mem_Alloc(r_main_mempool, numpixels * sizeof(unsigned char[4]));
+ pixels = (unsigned char *)Mem_Alloc(r_main_mempool, numpixels * sizeof(unsigned char[4]));
// figure out what we want to interact with
if (r_shadow_bouncegrid_hitmodels.integer)
hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
rtlight->particlecache_maxparticles = n;
rtlight->particlecache_updateparticle = 0;
if (rtlight->particlecache_maxparticles)
- rtlight->particlecache_particles = Mem_Alloc(r_main_mempool, rtlight->particlecache_maxparticles * sizeof(*rtlight->particlecache_particles));
+ rtlight->particlecache_particles = (rtlight_particle_t *)Mem_Alloc(r_main_mempool, rtlight->particlecache_maxparticles * sizeof(*rtlight->particlecache_particles));
shootparticles = n * 16;
}