Commit: d9ee88d126ddb59b68d2561694b522a99e4923b6
Author: Jorge Bernal
Date:   Sun Dec 13 03:17:19 2015 +0100
Branches: master
https://developer.blender.org/rBd9ee88d126ddb59b68d2561694b522a99e4923b6

BGE Rasterizer clean up: double-promotion warnings

===================================================================

M       source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
M       source/gameengine/Rasterizer/RAS_BucketManager.cpp
M       source/gameengine/Rasterizer/RAS_CameraData.h
M       source/gameengine/Rasterizer/RAS_FramingManager.cpp
M       source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
M       source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
M       source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
M       
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M       source/gameengine/Rasterizer/RAS_TexVert.cpp

===================================================================

diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 
b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index cedc27c..82b2674 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -495,10 +495,10 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* 
canvas)
 
                        glBegin(GL_QUADS);
                                glColor4f(1.f, 1.f, 1.f, 1.f);
-                               glTexCoord2f(1.0, 1.0); 
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); 
glVertex2f(1,1);
-                               glTexCoord2f(0.0, 1.0); 
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); 
glVertex2f(-1,1);
-                               glTexCoord2f(0.0, 0.0); 
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); 
glVertex2f(-1,-1);
-                               glTexCoord2f(1.0, 0.0); 
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); 
glVertex2f(1,-1);
+                               glTexCoord2f(1.0f, 1.0f);       
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); 
glVertex2f(1.0f,1.0f);
+                               glTexCoord2f(0.0f, 1.0f);       
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); 
glVertex2f(-1.0f,1.0f);
+                               glTexCoord2f(0.0f, 0.0f);       
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); 
glVertex2f(-1.0f,-1.0f);
+                               glTexCoord2f(1.0f, 0.0f);       
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); 
glVertex2f(1.0f,-1.0f);
                        glEnd();
                }
        }
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp 
b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index f90b595..d131891 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -282,7 +282,7 @@ void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
 {
        BucketList::iterator bit;
        
-       distance = 10.0;
+       distance = 10.0f;
 
        for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
                (*bit)->Optimize(distance);
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h 
b/source/gameengine/Rasterizer/RAS_CameraData.h
index e2024a4..bc8433a 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -51,10 +51,10 @@ struct RAS_CameraData
        int m_viewporttop;
        float m_focallength;
 
-       RAS_CameraData(float lens = 35.0, float scale = 6.0, float sensor_x = 
32.0, float sensor_y = 18.0, short sensor_fit = 0,
-                      float shift_x = 0.0, float shift_y = 0.0,
-                      float clipstart = 0.1, float clipend = 5000.0, bool 
perspective = true,
-                      float focallength = 3.0, bool viewport = false, int 
viewportleft = 0, int viewportbottom = 0,
+       RAS_CameraData(float lens = 35.0f, float scale = 6.0f, float sensor_x = 
32.0f, float sensor_y = 18.0f, short sensor_fit = 0,
+                      float shift_x = 0.0f, float shift_y = 0.0f,
+                      float clipstart = 0.1f, float clipend = 5000.0f, bool 
perspective = true,
+                      float focallength = 3.0f, bool viewport = false, int 
viewportleft = 0, int viewportbottom = 0,
                       int viewportright = 0, int viewporttop = 0) :
            m_lens(lens),
            m_scale(scale),
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp 
b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index c5f15c9..8b0ec22 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -283,14 +283,14 @@ ComputeFrustum(
                        switch (sensor_fit) {
                                case RAS_SENSORFIT_HOR:
                                {
-                                       x_scale = 1.0;
+                                       x_scale = 1.0f;
                                        y_scale = float(viewport.GetHeight()) / 
float(viewport.GetWidth());
                                        break;
                                }
                                case RAS_SENSORFIT_VERT:
                                {
                                        x_scale = float(viewport.GetWidth()) / 
float(viewport.GetHeight());
-                                       y_scale = 1.0;
+                                       y_scale = 1.0f;
                                        break;
                                }
                                case RAS_SENSORFIT_AUTO:
@@ -377,14 +377,14 @@ RAS_FramingManager::
                        switch (sensor_fit) {
                                case RAS_SENSORFIT_HOR:
                                {
-                                       x_scale = 1.0;
+                                       x_scale = 1.0f;
                                        y_scale = float(viewport.GetHeight()) / 
float(viewport.GetWidth());
                                        break;
                                }
                                case RAS_SENSORFIT_VERT:
                                {
                                        x_scale = float(viewport.GetWidth()) / 
float(viewport.GetHeight());
-                                       y_scale = 1.0;
+                                       y_scale = 1.0f;
                                        break;
                                }
                                case RAS_SENSORFIT_AUTO:
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp 
b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index d07b491..2a736aa 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -62,10 +62,10 @@ void  RAS_IPolyMaterial::Initialize(
        m_polymatid = m_newpolymatid++;
        m_flag = 0;
        m_multimode = 0;
-       m_shininess = 35.0;
-       m_specular.setValue(0.5,0.5,0.5);
-       m_specularity = 1.0;
-       m_diffuse.setValue(0.5,0.5,0.5);
+       m_shininess = 35.0f;
+       m_specular.setValue(0.5f,0.5f,0.5f);
+       m_specularity = 1.0f;
+       m_diffuse.setValue(0.5f,0.5f,0.5f);
        m_drawingmode = ConvertFaceMode(game, image);
 }
 
@@ -85,10 +85,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial()
                m_flag(0),
                m_multimode(0)
 {
-       m_shininess = 35.0;
-       m_specular = MT_Vector3(0.5,0.5,0.5);
-       m_specularity = 1.0;
-       m_diffuse = MT_Vector3(0.5,0.5,0.5);
+       m_shininess = 35.0f;
+       m_specular = MT_Vector3(0.5f,0.5f,0.5f);
+       m_specularity = 1.0f;
+       m_diffuse = MT_Vector3(0.5f,0.5f,0.5f);
 }
 
 RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
@@ -113,10 +113,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& 
texname,
                m_flag(0),
                m_multimode(0)
 {
-       m_shininess = 35.0;
-       m_specular = MT_Vector3(0.5,0.5,0.5);
-       m_specularity = 1.0;
-       m_diffuse = MT_Vector3(0.5,0.5,0.5);
+       m_shininess = 35.0f;
+       m_specular = MT_Vector3(0.5f,0.5f,0.5f);
+       m_specularity = 1.0f;
+       m_diffuse = MT_Vector3(0.5f,0.5f,0.5f);
 }
 
 
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp 
b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 13d49c5..9cd8f77 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -58,7 +58,7 @@ RAS_MeshSlot::RAS_MeshSlot() : SG_QList()
        m_bVisible = false;
        m_bCulled = true;
        m_bObjectColor = false;
-       m_RGBAcolor = MT_Vector4(0.0, 0.0, 0.0, 0.0);
+       m_RGBAcolor = MT_Vector4(0.0f, 0.0f, 0.0f, 0.0f);
        m_DisplayList = NULL;
        m_bDisplayList = true;
        m_joinSlot = NULL;
diff --git 
a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp 
b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index c6d9981..8319b75 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -100,13 +100,13 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene 
*kxscene, int oblayer,
                //vec[0] = base->object->obmat[2][0];
                //vec[1] = base->object->obmat[2][1];
                //vec[2] = base->object->obmat[2][2];
-               vec[3] = 0.0;
+               vec[3] = 0.0f;
                glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
        }
        else {
-               //vec[3] = 1.0;
+               //vec[3] = 1.0f;
                glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
-               glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 
1.0);
+               glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 
1.0f);
                glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, 
m_att1/m_distance);
                // without this next line it looks backward compatible.
                //attennuation still is acceptable
@@ -124,30 +124,30 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene 
*kxscene, int oblayer,
                        glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 
128.0f * m_spotblend);
                }
                else {
-                       glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 
180.0);
+                       glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 
180.0f);
                }
        }
 
        if (m_nodiffuse) {
-               vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+               vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
        }
        else {
                vec[0] = m_energy*m_color[0];
                vec[1] = m_energy*m_color[1];
                vec[2] = m_energy*m_color[2];
-               vec[3] = 1.0;
+               vec[3] = 1.0f;
        }
 
        glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
        if (m_nospecular)
        {
-               vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+               vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
        }
        else if (m_nodiffuse) {
                vec[0] = m_energy*m_color[0];
                vec[1] = m_energy*m_color[1];
                vec[2] = m_energy*m_color[2];
-               vec[3] = 1.0;
+               vec[3] = 1.0f;
        }
 
        glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
diff --git 
a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp 
b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 54cffcc..e7b5beb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -89,17 +89,17 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* 
canvas, RAS_STORAGE_TYPE
        :RAS_IRasterizer(canvas),
        m_2DCanvas(canvas),
        m_fogenabled(false),
-       m_time(0.0),
+       m_time(0.0f),
        m_campos(0.0f, 0.0f, 0.0f),
        m_camortho(false),
        m_stereomode(RAS_STEREO_NOSTEREO),
        m_curreye(RAS_STEREO_LEFTEYE),
-       m_eyeseparation(0.0),
-       m_focallength(0.0),
+       m_eyeseparation(0.0f),
+       m_focallength(0.0f),
        m_setfocallength(false),
        m_noOfScanlines(32),
        m_motionblur(0),
-       m_motionblurvalue(-1.0),
+       m_motionblurvalue(-1.0f),
        m_usingoverrideshader(false),
        m_clientobject(NULL),
        m_auxilaryClientInfo(NULL),
@@ -171,10 +171,10 @@ bool RAS_OpenGLRasterizer::Init()
        glFrontFace(GL_CCW);
        m_last_frontface = true;
 
-       m_redback = 0.4375;
-       m_greenback = 0.4375;
-       m_blueback = 0.4375;
-       m_alphaback = 0.0;
+       m_redback = 0.4375f;
+       m_greenback = 0.4375f;
+       m_blueback = 0.4375f;
+       m_alphaback = 0.0f;
 
        glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@@ -249,7 +249,7 @@ void RAS_OpenGLRasterizer::Exit()
 
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
-       glClearDepth(1.0); 
+       glClearDepth(1.0f);
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -383,7 +383,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene 
*scene)
                glBegin(GL_L

@@ Diff output truncated at 10240 characters. @@

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