- fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture.

This commit is contained in:
Christoph Oelckers 2018-04-14 12:24:04 +02:00
commit 59a08ce0df
3 changed files with 12 additions and 13 deletions

View file

@ -90,11 +90,11 @@ void FFlatVertexGenerator::OutputResized(int width, int height)
void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
{
x = vt->fX();
y = vt->fY();
z = plane.ZatPoint(vt);
u = vt->fX()/64.f;
v = -vt->fY()/64.f;
x = (float)vt->fX();
y = (float)vt->fY();
z = (float)plane.ZatPoint(vt);
u = (float)vt->fX()/64.f;
v = -(float)vt->fY()/64.f;
}
//==========================================================================
@ -243,7 +243,7 @@ void FFlatVertexGenerator::UpdatePlaneVertices(sector_t *sec, int plane, FFlatVe
FFlatVertex *mapvt = &map[startvt];
for(int i=0; i<countvt; i++, vt++, mapvt++)
{
vt->z = splane.ZatPoint(vt->x, vt->y);
vt->z = (float)splane.ZatPoint(vt->x, vt->y);
if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
mapvt->z = vt->z;
}