From 505c99b0a8b27c2c0388e98189c0d77ab813f07e Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Mon, 4 Dec 2017 17:39:44 -0500 Subject: [PATCH] - fixed: doublize more internal structures, even if they still get converted to float later --- src/gl/models/gl_models.cpp | 2 +- src/gl/renderer/gl_renderstate.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/gl/models/gl_models.cpp b/src/gl/models/gl_models.cpp index 0d3754b7f..f6ee0e936 100644 --- a/src/gl/models/gl_models.cpp +++ b/src/gl/models/gl_models.cpp @@ -157,7 +157,7 @@ void FGLModelRenderer::DrawElements(int numIndices, size_t offset) double FGLModelRenderer::GetTimeFloat() { - return (float)I_msTime() * (float)TICRATE / 1000.0f; + return (double)I_msTime() * (double)TICRATE / 1000.; } //=========================================================================== diff --git a/src/gl/renderer/gl_renderstate.cpp b/src/gl/renderer/gl_renderstate.cpp index 6dd78d593..2405aff09 100644 --- a/src/gl/renderer/gl_renderstate.cpp +++ b/src/gl/renderer/gl_renderstate.cpp @@ -173,7 +173,7 @@ bool FRenderState::ApplyShader() activeShader->muInterpolationFactor.Set(mInterpolationFactor); activeShader->muClipHeight.Set(mClipHeight); activeShader->muClipHeightDirection.Set(mClipHeightDirection); - activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * mShaderTimer / 1000.f); + activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.); activeShader->muAlphaThreshold.Set(mAlphaThreshold); activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now activeShader->muClipSplit.Set(mClipSplit);