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authorKarl Schultz <kschultz@freedesktop.org>2001-09-19 20:30:44 +0000
committerKarl Schultz <kschultz@freedesktop.org>2001-09-19 20:30:44 +0000
commit7c4268176eaaeb45003db4d5042a518b84c9f6dc (patch)
tree7359bd33704a6bd32b471049be4744ce27db099f /src/mesa/swrast/s_triangle.c
parent2fc06af470da1929ac2fffc8d38a5d5ac87490bb (diff)
silence compiler warnings (last batch for src)
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r--src/mesa/swrast/s_triangle.c30
1 files changed, 16 insertions, 14 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index c1aa1facf1..cc447ac570 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.37 2001/09/13 22:12:54 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.38 2001/09/19 20:30:44 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@@ -708,8 +708,8 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
for (i = 0; i < span->count; i++) { \
GLdouble invQ = tex_coord[2] ? \
(1.0 / tex_coord[2]) : 1.0; \
- GLfloat s_tmp = tex_coord[0] * invQ; \
- GLfloat t_tmp = tex_coord[1] * invQ; \
+ GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
+ GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
GLint s = IFLOOR(s_tmp) & info->smask; \
GLint t = IFLOOR(t_tmp) & info->tmask; \
GLint pos = (t << info->twidth_log2) + s; \
@@ -733,8 +733,8 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
for (i = 0; i < span->count; i++) { \
GLdouble invQ = tex_coord[2] ? \
(1.0 / tex_coord[2]) : 1.0; \
- GLfloat s_tmp = tex_coord[0] * invQ; \
- GLfloat t_tmp = tex_coord[1] * invQ; \
+ GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
+ GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
@@ -1144,11 +1144,12 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span)
GLfloat q = span->tex[u][3];
GLuint i;
for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
msTex[u][i] = s * invQ;
mtTex[u][i] = t * invQ;
mrTex[u][i] = r * invQ;
- mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
+ mLambda[u][i] = (GLfloat)
+ (log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F);
s += span->texStep[u][0];
t += span->texStep[u][1];
r += span->texStep[u][2];
@@ -1168,7 +1169,7 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span)
GLfloat q = span->tex[u][3];
GLuint i;
for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
msTex[u][i] = s * invQ;
mtTex[u][i] = t * invQ;
mrTex[u][i] = r * invQ;
@@ -1191,11 +1192,12 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span)
GLfloat q = span->tex[0][3];
GLuint i;
for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
sTex[i] = s * invQ;
tTex[i] = t * invQ;
rTex[i] = r * invQ;
- lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
+ lambda[i] = (GLfloat)
+ (log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F);
s += span->texStep[0][0];
t += span->texStep[0][1];
r += span->texStep[0][2];
@@ -1210,7 +1212,7 @@ rasterize_span(GLcontext *ctx, const struct triangle_span *span)
GLfloat q = span->tex[0][3];
GLuint i;
for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
sTex[i] = s * invQ;
tTex[i] = t * invQ;
rTex[i] = r * invQ;
@@ -1351,9 +1353,9 @@ static void general_textured_triangle( GLcontext *ctx,
span.green += span.greenStep; \
span.blue += span.blueStep; \
span.alpha += span.alphaStep; \
- sSpan[i] = span.tex[0][0] * invQ; \
- tSpan[i] = span.tex[0][1] * invQ; \
- uSpan[i] = span.tex[0][2] * invQ; \
+ sSpan[i] = (GLfloat) (span.tex[0][0] * invQ); \
+ tSpan[i] = (GLfloat) (span.tex[0][1] * invQ); \
+ uSpan[i] = (GLfloat) (span.tex[0][2] * invQ); \
span.tex[0][0] += span.texStep[0][0]; \
span.tex[0][1] += span.texStep[0][1]; \
span.tex[0][2] += span.texStep[0][2]; \