more compiler warning fixes

This commit is contained in:
Karl Schultz 2001-09-18 23:06:14 +00:00
parent c98541f54b
commit 7b9fe820a3
9 changed files with 113 additions and 109 deletions

View File

@ -1,4 +1,4 @@
/* $Id: rastpos.c,v 1.30 2001/07/28 19:28:49 keithw Exp $ */
/* $Id: rastpos.c,v 1.31 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -134,7 +134,7 @@ shade_rastpos(GLcontext *ctx,
_mesa_validate_all_lighting_tables( ctx );
COPY_3V(diffuseColor, base[0]);
diffuseColor[3] = CLAMP( ctx->Light.Material[0].Diffuse[3], 0.0, 1.0 );
diffuseColor[3] = CLAMP( ctx->Light.Material[0].Diffuse[3], 0.0F, 1.0F );
ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
foreach (light, &ctx->Light.EnabledList) {
@ -154,7 +154,7 @@ shade_rastpos(GLcontext *ctx,
GLfloat d;
SUB_3V(VP, light->_Position, vertex);
d = LEN_3FV( VP );
d = (GLfloat) LEN_3FV( VP );
if ( d > 1e-6) {
GLfloat invd = 1.0F / d;
@ -383,7 +383,7 @@ raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void
_mesa_RasterPos2d(GLdouble x, GLdouble y)
{
_mesa_RasterPos4f(x, y, 0.0F, 1.0F);
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
@ -395,7 +395,7 @@ _mesa_RasterPos2f(GLfloat x, GLfloat y)
void
_mesa_RasterPos2i(GLint x, GLint y)
{
_mesa_RasterPos4f(x, y, 0.0F, 1.0F);
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
@ -407,7 +407,7 @@ _mesa_RasterPos2s(GLshort x, GLshort y)
void
_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
_mesa_RasterPos4f(x, y, z, 1.0F);
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
@ -419,7 +419,7 @@ _mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void
_mesa_RasterPos3i(GLint x, GLint y, GLint z)
{
_mesa_RasterPos4f(x, y, z, 1.0F);
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
@ -431,7 +431,7 @@ _mesa_RasterPos3s(GLshort x, GLshort y, GLshort z)
void
_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
_mesa_RasterPos4f(x, y, z, w);
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
@ -444,7 +444,7 @@ _mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void
_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
_mesa_RasterPos4f(x, y, z, w);
_mesa_RasterPos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
@ -456,7 +456,7 @@ _mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void
_mesa_RasterPos2dv(const GLdouble *v)
{
_mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
@ -468,7 +468,7 @@ _mesa_RasterPos2fv(const GLfloat *v)
void
_mesa_RasterPos2iv(const GLint *v)
{
_mesa_RasterPos4f(v[0], v[1], 0.0F, 1.0F);
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
@ -480,7 +480,7 @@ _mesa_RasterPos2sv(const GLshort *v)
void
_mesa_RasterPos3dv(const GLdouble *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
@ -492,7 +492,7 @@ _mesa_RasterPos3fv(const GLfloat *v)
void
_mesa_RasterPos3iv(const GLint *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], 1.0F);
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
@ -504,7 +504,8 @@ _mesa_RasterPos3sv(const GLshort *v)
void
_mesa_RasterPos4dv(const GLdouble *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void
@ -516,7 +517,8 @@ _mesa_RasterPos4fv(const GLfloat *v)
void
_mesa_RasterPos4iv(const GLint *v)
{
_mesa_RasterPos4f(v[0], v[1], v[2], v[3]);
_mesa_RasterPos4f((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void
@ -586,7 +588,7 @@ _mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
void
_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
{
_mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
@ -598,7 +600,7 @@ _mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
void
_mesa_WindowPos2iMESA(GLint x, GLint y)
{
_mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
}
void
@ -610,7 +612,7 @@ _mesa_WindowPos2sMESA(GLshort x, GLshort y)
void
_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
_mesa_WindowPos4fMESA(x, y, z, 1.0F);
_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
@ -622,7 +624,7 @@ _mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
void
_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
{
_mesa_WindowPos4fMESA(x, y, z, 1.0F);
_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
void
@ -634,13 +636,13 @@ _mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
void
_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
_mesa_WindowPos4fMESA(x, y, z, w);
_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
{
_mesa_WindowPos4fMESA(x, y, z, w);
_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
void
@ -652,7 +654,7 @@ _mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
void
_mesa_WindowPos2dvMESA(const GLdouble *v)
{
_mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
@ -664,7 +666,7 @@ _mesa_WindowPos2fvMESA(const GLfloat *v)
void
_mesa_WindowPos2ivMESA(const GLint *v)
{
_mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
}
void
@ -676,7 +678,7 @@ _mesa_WindowPos2svMESA(const GLshort *v)
void
_mesa_WindowPos3dvMESA(const GLdouble *v)
{
_mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
@ -688,7 +690,7 @@ _mesa_WindowPos3fvMESA(const GLfloat *v)
void
_mesa_WindowPos3ivMESA(const GLint *v)
{
_mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
}
void
@ -700,7 +702,8 @@ _mesa_WindowPos3svMESA(const GLshort *v)
void
_mesa_WindowPos4dvMESA(const GLdouble *v)
{
_mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void
@ -712,7 +715,8 @@ _mesa_WindowPos4fvMESA(const GLfloat *v)
void
_mesa_WindowPos4ivMESA(const GLint *v)
{
_mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
void

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@ -1,4 +1,4 @@
/* $Id: state.c,v 1.68 2001/06/18 17:26:08 brianp Exp $ */
/* $Id: state.c,v 1.69 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -531,9 +531,9 @@ update_modelview_scale( GLcontext *ctx )
GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
if (f < 1e-12) f = 1.0;
if (ctx->_NeedEyeCoords)
ctx->_ModelViewInvScale = 1.0/GL_SQRT(f);
ctx->_ModelViewInvScale = (GLfloat) (1.0/GL_SQRT(f));
else
ctx->_ModelViewInvScale = GL_SQRT(f);
ctx->_ModelViewInvScale = (GLfloat) GL_SQRT(f);
}
}

View File

@ -1,4 +1,4 @@
/* $Id: teximage.c,v 1.103 2001/07/26 20:02:10 brianp Exp $ */
/* $Id: teximage.c,v 1.104 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -924,17 +924,17 @@ subtexture_error_check( GLcontext *ctx, GLuint dimensions,
}
if (compressed) {
if (xoffset != -destTex->Border) {
if (xoffset != -((GLint)destTex->Border)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glTexSubImage1/2/3D(xoffset != -border");
return GL_TRUE;
}
if (dimensions > 1 && yoffset != -destTex->Border) {
if (dimensions > 1 && yoffset != -((GLint)destTex->Border)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glTexSubImage2/3D(yoffset != -border");
return GL_TRUE;
}
if (dimensions > 2 && zoffset != -destTex->Border) {
if (dimensions > 2 && zoffset != -((GLint)destTex->Border)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glTexSubImage3D(zoffset != -border");
return GL_TRUE;
@ -1164,17 +1164,17 @@ copytexsubimage_error_check( GLcontext *ctx, GLuint dimensions,
compressed = is_compressed_format(ctx, teximage->IntFormat);
if (compressed) {
if (xoffset != -teximage->Border) {
if (xoffset != -((GLint)teximage->Border)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glCopyTexSubImage1/2/3D(xoffset != -border");
return GL_TRUE;
}
if (dimensions > 1 && yoffset != -teximage->Border) {
if (dimensions > 1 && yoffset != -((GLint)teximage->Border)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glCopyTexSubImage2/3D(yoffset != -border");
return GL_TRUE;
}
if (dimensions > 2 && zoffset != -teximage->Border) {
if (dimensions > 2 && zoffset != -((GLint)teximage->Border)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glCopyTexSubImage3D(zoffset != -border");
return GL_TRUE;

View File

@ -1,4 +1,4 @@
/* $Id: texstate.c,v 1.56 2001/08/20 16:43:02 brianp Exp $ */
/* $Id: texstate.c,v 1.57 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -1733,10 +1733,10 @@ void
_mesa_TexGeniv(GLenum coord, GLenum pname, const GLint *params )
{
GLfloat p[4];
p[0] = params[0];
p[1] = params[1];
p[2] = params[2];
p[3] = params[3];
p[0] = (GLfloat) params[0];
p[1] = (GLfloat) params[1];
p[2] = (GLfloat) params[2];
p[3] = (GLfloat) params[3];
_mesa_TexGenfv(coord, pname, p);
}
@ -1753,10 +1753,10 @@ void
_mesa_TexGendv(GLenum coord, GLenum pname, const GLdouble *params )
{
GLfloat p[4];
p[0] = params[0];
p[1] = params[1];
p[2] = params[2];
p[3] = params[3];
p[0] = (GLfloat) params[0];
p[1] = (GLfloat) params[1];
p[2] = (GLfloat) params[2];
p[3] = (GLfloat) params[3];
_mesa_TexGenfv( coord, pname, p );
}

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@ -1,4 +1,4 @@
/* $Id: m_eval.c,v 1.5 2001/03/12 00:48:41 gareth Exp $ */
/* $Id: m_eval.c,v 1.6 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -80,7 +80,7 @@ _math_horner_bezier_curve(const GLfloat * cp, GLfloat * out, GLfloat t,
if (order >= 2) {
bincoeff = (GLfloat) (order - 1);
s = 1.0 - t;
s = 1.0F - t;
for (k = 0; k < dim; k++)
out[k] = s * cp[k] + bincoeff * t * cp[dim + k];
@ -134,7 +134,7 @@ _math_horner_bezier_surf(GLfloat * cn, GLfloat * out, GLfloat u, GLfloat v,
/* Each control point is the point for parameter u on a */
/* curve defined by the control polygons in u-direction */
bincoeff = (GLfloat) (uorder - 1);
s = 1.0 - u;
s = 1.0F - u;
for (k = 0; k < dim; k++)
cp[j * dim + k] = s * ucp[k] + bincoeff * u * ucp[uinc + k];
@ -198,7 +198,7 @@ _math_de_casteljau_surf(GLfloat * cn, GLfloat * out, GLfloat * du,
GLuint uorder, GLuint vorder)
{
GLfloat *dcn = cn + uorder * vorder * dim;
GLfloat us = 1.0 - u, vs = 1.0 - v;
GLfloat us = 1.0F - u, vs = 1.0F - v;
GLuint h, i, j, k;
GLuint minorder = uorder < vorder ? uorder : vorder;
GLuint uinc = vorder * dim;
@ -458,5 +458,5 @@ _math_init_eval(void)
/* KW: precompute 1/x for useful x.
*/
for (i = 1; i < MAX_EVAL_ORDER; i++)
inv_tab[i] = 1.0 / i;
inv_tab[i] = 1.0F / i;
}

View File

@ -1,4 +1,4 @@
/* $Id: m_matrix.c,v 1.8 2001/03/12 00:48:41 gareth Exp $ */
/* $Id: m_matrix.c,v 1.9 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -242,11 +242,11 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
/* last check */
if (0.0 == r3[3]) return GL_FALSE;
s = 1.0/r3[3]; /* now back substitute row 3 */
s = 1.0F/r3[3]; /* now back substitute row 3 */
r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0/r2[2];
s = 1.0F/r2[2];
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
@ -257,7 +257,7 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0/r1[1];
s = 1.0F/r1[1];
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
@ -265,7 +265,7 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0/r0[0];
s = 1.0F/r0[0];
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
@ -319,7 +319,7 @@ static GLboolean invert_matrix_3d_general( GLmatrix *mat )
if (det*det < 1e-25)
return GL_FALSE;
det = 1.0 / det;
det = 1.0F / det;
MAT(out,0,0) = ( (MAT(in,1,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,1,2) )*det);
MAT(out,0,1) = (- (MAT(in,0,1)*MAT(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det);
MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det);
@ -362,7 +362,7 @@ static GLboolean invert_matrix_3d( GLmatrix *mat )
if (scale == 0.0)
return GL_FALSE;
scale = 1.0 / scale;
scale = 1.0F / scale;
/* Transpose and scale the 3 by 3 upper-left submatrix. */
MAT(out,0,0) = scale * MAT(in,0,0);
@ -433,9 +433,9 @@ static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat )
return GL_FALSE;
MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
MAT(out,0,0) = 1.0 / MAT(in,0,0);
MAT(out,1,1) = 1.0 / MAT(in,1,1);
MAT(out,2,2) = 1.0 / MAT(in,2,2);
MAT(out,0,0) = 1.0F / MAT(in,0,0);
MAT(out,1,1) = 1.0F / MAT(in,1,1);
MAT(out,2,2) = 1.0F / MAT(in,2,2);
if (mat->flags & MAT_FLAG_TRANSLATION) {
MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
@ -456,8 +456,8 @@ static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat )
return GL_FALSE;
MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
MAT(out,0,0) = 1.0 / MAT(in,0,0);
MAT(out,1,1) = 1.0 / MAT(in,1,1);
MAT(out,0,0) = 1.0F / MAT(in,0,0);
MAT(out,1,1) = 1.0F / MAT(in,1,1);
if (mat->flags & MAT_FLAG_TRANSLATION) {
MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0));
@ -478,8 +478,8 @@ static GLboolean invert_matrix_perspective( GLmatrix *mat )
MEMCPY( out, Identity, 16 * sizeof(GLfloat) );
MAT(out,0,0) = 1.0 / MAT(in,0,0);
MAT(out,1,1) = 1.0 / MAT(in,1,1);
MAT(out,0,0) = 1.0F / MAT(in,0,0);
MAT(out,1,1) = 1.0F / MAT(in,1,1);
MAT(out,0,3) = MAT(in,0,2);
MAT(out,1,3) = MAT(in,1,2);
@ -487,7 +487,7 @@ static GLboolean invert_matrix_perspective( GLmatrix *mat )
MAT(out,2,2) = 0;
MAT(out,2,3) = -1;
MAT(out,3,2) = 1.0 / MAT(in,2,3);
MAT(out,3,2) = 1.0F / MAT(in,2,3);
MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2);
return GL_TRUE;
@ -538,10 +538,10 @@ _math_matrix_rotate( GLmatrix *mat,
GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c;
GLfloat m[16];
s = sin( angle * DEG2RAD );
c = cos( angle * DEG2RAD );
s = (GLfloat) sin( angle * DEG2RAD );
c = (GLfloat) cos( angle * DEG2RAD );
mag = GL_SQRT( x*x + y*y + z*z );
mag = (GLfloat) GL_SQRT( x*x + y*y + z*z );
if (mag <= 1.0e-4) {
/* generate an identity matrix and return */
@ -654,12 +654,12 @@ _math_matrix_frustum( GLmatrix *mat,
GLfloat x, y, a, b, c, d;
GLfloat m[16];
x = (2.0*nearval) / (right-left);
y = (2.0*nearval) / (top-bottom);
x = (2.0F*nearval) / (right-left);
y = (2.0F*nearval) / (top-bottom);
a = (right+left) / (right-left);
b = (top+bottom) / (top-bottom);
c = -(farval+nearval) / ( farval-nearval);
d = -(2.0*farval*nearval) / (farval-nearval); /* error? */
d = -(2.0F*farval*nearval) / (farval-nearval); /* error? */
#define M(row,col) m[col*4+row]
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
@ -681,9 +681,9 @@ _math_matrix_ortho( GLmatrix *mat,
GLfloat tx, ty, tz;
GLfloat m[16];
x = 2.0 / (right-left);
y = 2.0 / (top-bottom);
z = -2.0 / (farval-nearval);
x = 2.0F / (right-left);
y = 2.0F / (top-bottom);
z = -2.0F / (farval-nearval);
tx = -(right+left) / (right-left);
ty = -(top+bottom) / (top-bottom);
tz = -(farval+nearval) / (farval-nearval);
@ -1095,20 +1095,20 @@ _math_transposed( GLdouble to[16], const GLdouble from[16] )
void
_math_transposefd( GLfloat to[16], const GLdouble from[16] )
{
to[0] = from[0];
to[1] = from[4];
to[2] = from[8];
to[3] = from[12];
to[4] = from[1];
to[5] = from[5];
to[6] = from[9];
to[7] = from[13];
to[8] = from[2];
to[9] = from[6];
to[10] = from[10];
to[11] = from[14];
to[12] = from[3];
to[13] = from[7];
to[14] = from[11];
to[15] = from[15];
to[0] = (GLfloat) from[0];
to[1] = (GLfloat) from[4];
to[2] = (GLfloat) from[8];
to[3] = (GLfloat) from[12];
to[4] = (GLfloat) from[1];
to[5] = (GLfloat) from[5];
to[6] = (GLfloat) from[9];
to[7] = (GLfloat) from[13];
to[8] = (GLfloat) from[2];
to[9] = (GLfloat) from[6];
to[10] = (GLfloat) from[10];
to[11] = (GLfloat) from[14];
to[12] = (GLfloat) from[3];
to[13] = (GLfloat) from[7];
to[14] = (GLfloat) from[11];
to[15] = (GLfloat) from[15];
}

View File

@ -1,4 +1,4 @@
/* $Id: m_translate.c,v 1.8 2001/05/09 14:12:34 keithw Exp $ */
/* $Id: m_translate.c,v 1.9 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -400,12 +400,12 @@ static trans_4f_func _math_trans_4f_tab[5][MAX_TYPES];
*/
#define SRC GLdouble
#define SRC_IDX TYPE_IDX(GL_DOUBLE)
#define TRX_3F(f,n) PTR_ELT(f,n)
#define TRX_4F(f,n) PTR_ELT(f,n)
#define TRX_3F(f,n) (GLfloat) PTR_ELT(f,n)
#define TRX_4F(f,n) (GLfloat) PTR_ELT(f,n)
#define TRX_UB(ub,f,n) UNCLAMPED_FLOAT_TO_UBYTE(ub, PTR_ELT(f,n))
#define TRX_US(us,f,n) UNCLAMPED_FLOAT_TO_USHORT(us, PTR_ELT(f,n))
#define TRX_UI(f,n) (GLuint) (GLint) PTR_ELT(f,n)
#define TRX_1F(f,n) PTR_ELT(f,n)
#define TRX_1F(f,n) (GLfloat) PTR_ELT(f,n)
#define SZ 4

View File

@ -1,4 +1,4 @@
/* $Id: s_aaline.c,v 1.11 2001/05/21 18:13:43 brianp Exp $ */
/* $Id: s_aaline.c,v 1.12 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -204,7 +204,7 @@ compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
if (rho2 == 0.0F)
return 0.0;
else
return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */
return (GLfloat) (log(rho2) * 1.442695 * 0.5);/* 1.442695 = 1/log(2) */
}
@ -248,8 +248,8 @@ make_sample_table(GLint xSamples, GLint ySamples, GLfloat samples[][2])
else {
j = i++;
}
samples[j][0] = x * dx + 0.5 * dx;
samples[j][1] = y * dy + 0.5 * dy;
samples[j][0] = x * dx + 0.5F * dx;
samples[j][1] = y * dy + 0.5F * dy;
}
}
}
@ -376,24 +376,24 @@ segment(GLcontext *ctx,
xLeft = x0 - line->halfWidth;
xRight = x1 + line->halfWidth;
if (line->dy >= 0.0) {
yBot = y0 - 3.0 * line->halfWidth;
yBot = y0 - 3.0F * line->halfWidth;
yTop = y0 + line->halfWidth;
}
else {
yBot = y0 - line->halfWidth;
yTop = y0 + 3.0 * line->halfWidth;
yTop = y0 + 3.0F * line->halfWidth;
}
}
else {
xLeft = x1 - line->halfWidth;
xRight = x0 + line->halfWidth;
if (line->dy <= 0.0) {
yBot = y1 - 3.0 * line->halfWidth;
yBot = y1 - 3.0F * line->halfWidth;
yTop = y1 + line->halfWidth;
}
else {
yBot = y1 - line->halfWidth;
yTop = y1 + 3.0 * line->halfWidth;
yTop = y1 + 3.0F * line->halfWidth;
}
}
@ -422,24 +422,24 @@ segment(GLcontext *ctx,
yBot = y0 - line->halfWidth;
yTop = y1 + line->halfWidth;
if (line->dx >= 0.0) {
xLeft = x0 - 3.0 * line->halfWidth;
xLeft = x0 - 3.0F * line->halfWidth;
xRight = x0 + line->halfWidth;
}
else {
xLeft = x0 - line->halfWidth;
xRight = x0 + 3.0 * line->halfWidth;
xRight = x0 + 3.0F * line->halfWidth;
}
}
else {
yBot = y1 - line->halfWidth;
yTop = y0 + line->halfWidth;
if (line->dx <= 0.0) {
xLeft = x1 - 3.0 * line->halfWidth;
xLeft = x1 - 3.0F * line->halfWidth;
xRight = x1 + line->halfWidth;
}
else {
xLeft = x1 - line->halfWidth;
xRight = x1 + 3.0 * line->halfWidth;
xRight = x1 + 3.0F * line->halfWidth;
}
}

View File

@ -1,4 +1,4 @@
/* $Id: s_aalinetemp.h,v 1.12 2001/05/21 18:13:43 brianp Exp $ */
/* $Id: s_aalinetemp.h,v 1.13 2001/09/18 23:06:14 kschultz Exp $ */
/*
* Mesa 3-D graphics library
@ -159,7 +159,7 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
line.y1 = v1->win[1];
line.dx = line.x1 - line.x0;
line.dy = line.y1 - line.y0;
line.len = sqrt(line.dx * line.dx + line.dy * line.dy);
line.len = (GLfloat) sqrt(line.dx * line.dx + line.dy * line.dy);
line.halfWidth = 0.5F * ctx->Line.Width;
if (line.len == 0.0)