- disable implicit conversions from float to TAngle
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8468f712e0
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f0fbdba593
66 changed files with 425 additions and 374 deletions
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@ -147,10 +147,10 @@ FSkyVertexBuffer::~FSkyVertexBuffer()
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void FSkyVertexBuffer::SkyVertexDoom(int r, int c, bool zflip)
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{
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static const FAngle maxSideAngle = 60.f;
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static const FAngle maxSideAngle = FAngle::fromDeg(60.f);
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static const float scale = 10000.;
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FAngle topAngle = (c / (float)mColumns * 360.f);
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FAngle topAngle = FAngle::fromDeg((c / (float)mColumns * 360.f));
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FAngle sideAngle = maxSideAngle * float(mRows - r) / float(mRows);
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float height = sideAngle.Sin();
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float realRadius = scale * sideAngle.Cos();
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@ -190,10 +190,10 @@ void FSkyVertexBuffer::SkyVertexDoom(int r, int c, bool zflip)
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void FSkyVertexBuffer::SkyVertexBuild(int r, int c, bool zflip)
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{
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static const FAngle maxSideAngle = 60.f;
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static const FAngle maxSideAngle = FAngle::fromDeg(60.f);
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static const float scale = 10000.;
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FAngle topAngle = (c / (float)mColumns * 360.f);
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FAngle topAngle = FAngle::fromDeg((c / (float)mColumns * 360.f));
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FVector2 pos = topAngle.ToVector(scale);
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float z = (!zflip) ? (mRows - r) * 4000.f : -(mRows - r) * 4000.f;
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