mirror of https://github.com/encounter/SDL.git
Fixed compiler warning and use higher precision in angle calculation
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207428b444
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@ -1857,8 +1857,6 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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return GL_CheckError("", renderer);
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}
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#define PI 3.14159265f
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static int
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GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
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const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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@ -1880,7 +1878,7 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
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radian_angle = PI * (360.0f - angle) / 180.f;
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radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
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fAngle[0] = fAngle[2] = fAngle[4] = fAngle[6] = (GLfloat)SDL_sin(radian_angle);
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/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
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fAngle[1] = fAngle[3] = fAngle[5] = fAngle[7] = (GLfloat)SDL_cos(radian_angle) - 1.0f;
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