[*] Set float type for constants: less warnings, less type truncations.

pull/1014/head
Alexandr Arutjunov 2016-10-02 20:00:57 +03:00
parent 897370b6ff
commit aeb99898d3
3 changed files with 6 additions and 6 deletions

View File

@ -174,9 +174,9 @@ void X3DImporter::ParseNode_Lighting_SpotLight()
std::string def, use;
float ambientIntensity = 0;
aiVector3D attenuation(1, 0, 0);
float beamWidth = 0.7854;
float beamWidth = 0.7854f;
aiColor3D color(1, 1, 1);
float cutOffAngle = 1.570796;
float cutOffAngle = 1.570796f;
aiVector3D direction(0, 0, -1);
bool global = true;
float intensity = 1;

View File

@ -167,7 +167,7 @@ void X3DImporter::Postprocess_BuildMaterial(const CX3DImporter_NodeElement& pNod
tvalf = 1;
taimat.AddProperty(&tvalf, 1, AI_MATKEY_SHININESS_STRENGTH);
taimat.AddProperty(&tnemat.Shininess, 1, AI_MATKEY_SHININESS);
tvalf = 1.0 - tnemat.Transparency;
tvalf = 1.0f - tnemat.Transparency;
taimat.AddProperty(&tvalf, 1, AI_MATKEY_OPACITY);
}// if((*el_it)->Type == CX3DImporter_NodeElement::ENET_Material)
else if((*el_it)->Type == CX3DImporter_NodeElement::ENET_ImageTexture)

View File

@ -159,10 +159,10 @@ CX3DImporter_NodeElement* ne;
void X3DImporter::ParseNode_Shape_Material()
{
std::string use, def;
float ambientIntensity = 0.2;
float shininess = 0.2;
float ambientIntensity = 0.2f;
float shininess = 0.2f;
float transparency = 0;
aiColor3D diffuseColor(0.8, 0.8, 0.8);
aiColor3D diffuseColor(0.8f, 0.8f, 0.8f);
aiColor3D emissiveColor(0, 0, 0);
aiColor3D specularColor(0, 0, 0);
CX3DImporter_NodeElement* ne;