testgeometry: fix conversion from 'double' to 'float', possible loss of data

emitted by MSVC
This commit is contained in:
Anonymous Maarten 2022-10-06 01:00:58 +02:00 committed by Anonymous Maarten
parent 2105c7f6ed
commit f3389f13ef
1 changed files with 19 additions and 19 deletions

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@ -27,7 +27,7 @@ static SDLTest_CommonState *state;
static SDL_bool use_texture = SDL_FALSE; static SDL_bool use_texture = SDL_FALSE;
static SDL_Texture **sprites; static SDL_Texture **sprites;
static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
static double angle = 0.0; static float angle = 0.0f;
static int sprite_w, sprite_h; static int sprite_w, sprite_h;
int done; int done;
@ -107,8 +107,8 @@ loop()
{ {
SDL_Rect viewport; SDL_Rect viewport;
SDL_Vertex verts[3]; SDL_Vertex verts[3];
double a; float a;
double d; float d;
int cx, cy; int cx, cy;
/* Query the sizes */ /* Query the sizes */
@ -116,39 +116,39 @@ loop()
SDL_zeroa(verts); SDL_zeroa(verts);
cx = viewport.x + viewport.w / 2; cx = viewport.x + viewport.w / 2;
cy = viewport.y + viewport.h / 2; cy = viewport.y + viewport.h / 2;
d = (viewport.w + viewport.h) / 5; d = (viewport.w + viewport.h) / 5.f;
a = (angle * 3.1415) / 180.0; a = (angle * 3.1415f) / 180.0f;
verts[0].position.x = cx + d * SDL_cos(a); verts[0].position.x = cx + d * SDL_cosf(a);
verts[0].position.y = cy + d * SDL_sin(a); verts[0].position.y = cy + d * SDL_sinf(a);
verts[0].color.r = 0xFF; verts[0].color.r = 0xFF;
verts[0].color.g = 0; verts[0].color.g = 0;
verts[0].color.b = 0; verts[0].color.b = 0;
verts[0].color.a = 0xFF; verts[0].color.a = 0xFF;
a = ((angle + 120) * 3.1415) / 180.0; a = ((angle + 120) * 3.1415f) / 180.0f;
verts[1].position.x = cx + d * SDL_cos(a); verts[1].position.x = cx + d * SDL_cosf(a);
verts[1].position.y = cy + d * SDL_sin(a); verts[1].position.y = cy + d * SDL_sinf(a);
verts[1].color.r = 0; verts[1].color.r = 0;
verts[1].color.g = 0xFF; verts[1].color.g = 0xFF;
verts[1].color.b = 0; verts[1].color.b = 0;
verts[1].color.a = 0xFF; verts[1].color.a = 0xFF;
a = ((angle + 240) * 3.1415) / 180.0; a = ((angle + 240) * 3.1415f) / 180.0f;
verts[2].position.x = cx + d * SDL_cos(a); verts[2].position.x = cx + d * SDL_cosf(a);
verts[2].position.y = cy + d * SDL_sin(a); verts[2].position.y = cy + d * SDL_sinf(a);
verts[2].color.r = 0; verts[2].color.r = 0;
verts[2].color.g = 0; verts[2].color.g = 0;
verts[2].color.b = 0xFF; verts[2].color.b = 0xFF;
verts[2].color.a = 0xFF; verts[2].color.a = 0xFF;
if (use_texture) { if (use_texture) {
verts[0].tex_coord.x = 0.5; verts[0].tex_coord.x = 0.5f;
verts[0].tex_coord.y = 0.0; verts[0].tex_coord.y = 0.0f;
verts[1].tex_coord.x = 1.0; verts[1].tex_coord.x = 1.0f;
verts[1].tex_coord.y = 1.0; verts[1].tex_coord.y = 1.0f;
verts[2].tex_coord.x = 0.0; verts[2].tex_coord.x = 0.0f;
verts[2].tex_coord.y = 1.0; verts[2].tex_coord.y = 1.0f;
} }
SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0); SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);