From 761080f3cc6ee2f9e7005db7155f503b8744ff06 Mon Sep 17 00:00:00 2001 From: molivier Date: Tue, 3 Dec 2002 10:16:37 +0000 Subject: [PATCH] Removed some warnings in MSVC6 git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2677 d7cf8633-e32d-0410-b094-e92efae38249 --- matrixlib.c | 44 ++++++++++++++++++++++---------------------- 1 file changed, 22 insertions(+), 22 deletions(-) diff --git a/matrixlib.c b/matrixlib.c index 6edcf8a4..4672861e 100644 --- a/matrixlib.c +++ b/matrixlib.c @@ -126,15 +126,15 @@ void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1) // invert the rotation by transposing and multiplying by the squared // recipricol of the input matrix scale as described above - out->m[0][0] = in1->m[0][0] * scale; - out->m[0][1] = in1->m[1][0] * scale; - out->m[0][2] = in1->m[2][0] * scale; - out->m[1][0] = in1->m[0][1] * scale; - out->m[1][1] = in1->m[1][1] * scale; - out->m[1][2] = in1->m[2][1] * scale; - out->m[2][0] = in1->m[0][2] * scale; - out->m[2][1] = in1->m[1][2] * scale; - out->m[2][2] = in1->m[2][2] * scale; + out->m[0][0] = (float)(in1->m[0][0] * scale); + out->m[0][1] = (float)(in1->m[1][0] * scale); + out->m[0][2] = (float)(in1->m[2][0] * scale); + out->m[1][0] = (float)(in1->m[0][1] * scale); + out->m[1][1] = (float)(in1->m[1][1] * scale); + out->m[1][2] = (float)(in1->m[2][1] * scale); + out->m[2][0] = (float)(in1->m[0][2] * scale); + out->m[2][1] = (float)(in1->m[1][2] * scale); + out->m[2][2] = (float)(in1->m[2][2] * scale); // invert the translate out->m[0][3] = -(in1->m[0][3] * out->m[0][0] + in1->m[1][3] * out->m[0][1] + in1->m[2][3] * out->m[0][2]); @@ -194,14 +194,14 @@ void Matrix4x4_CreateRotate (matrix4x4_t *out, float angle, float x, float y, fl len = x*x+y*y+z*z; if (len != 0.0f) - len = 1.0f / sqrt(len); + len = 1.0f / (float)sqrt(len); x *= len; y *= len; z *= len; - angle *= -M_PI / 180.0; - c = cos(angle); - s = sin(angle); + angle *= (float)(-M_PI / 180.0); + c = (float)cos(angle); + s = (float)sin(angle); out->m[0][0]=x * x + c * (1 - x * x); out->m[0][1]=x * y * (1 - c) + z * s; @@ -274,17 +274,17 @@ void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, float x, float y, float z angle = roll * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); - out->m[0][0] = (cp*cy) * scale; - out->m[0][1] = (sr*sp*cy+cr*-sy) * scale; - out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale; + out->m[0][0] = (float)((cp*cy) * scale); + out->m[0][1] = (float)((sr*sp*cy+cr*-sy) * scale); + out->m[0][2] = (float)((cr*sp*cy+-sr*-sy) * scale); out->m[0][3] = x; - out->m[1][0] = (cp*sy) * scale; - out->m[1][1] = (sr*sp*sy+cr*cy) * scale; - out->m[1][2] = (cr*sp*sy+-sr*cy) * scale; + out->m[1][0] = (float)((cp*sy) * scale); + out->m[1][1] = (float)((sr*sp*sy+cr*cy) * scale); + out->m[1][2] = (float)((cr*sp*sy+-sr*cy) * scale); out->m[1][3] = y; - out->m[2][0] = (-sp) * scale; - out->m[2][1] = (sr*cp) * scale; - out->m[2][2] = (cr*cp) * scale; + out->m[2][0] = (float)((-sp) * scale); + out->m[2][1] = (float)((sr*cp) * scale); + out->m[2][2] = (float)((cr*cp) * scale); out->m[2][3] = z; out->m[3][0] = 0; out->m[3][1] = 0; -- 2.39.2