Fixed compiler warning and use higher precision in angle calculation

This commit is contained in:
Sam Lantinga 2018-08-29 20:23:42 -07:00
parent 207428b444
commit 90a5607d32
1 changed files with 1 additions and 3 deletions

View File

@ -1857,8 +1857,6 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
return GL_CheckError("", renderer); return GL_CheckError("", renderer);
} }
#define PI 3.14159265f
static int static int
GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
@ -1880,7 +1878,7 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE); data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
radian_angle = PI * (360.0f - angle) / 180.f; radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
fAngle[0] = fAngle[2] = fAngle[4] = fAngle[6] = (GLfloat)SDL_sin(radian_angle); fAngle[0] = fAngle[2] = fAngle[4] = fAngle[6] = (GLfloat)SDL_sin(radian_angle);
/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */ /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
fAngle[1] = fAngle[3] = fAngle[5] = fAngle[7] = (GLfloat)SDL_cos(radian_angle) - 1.0f; fAngle[1] = fAngle[3] = fAngle[5] = fAngle[7] = (GLfloat)SDL_cos(radian_angle) - 1.0f;